Author Topic: Cogmind (now at Beta 4)  (Read 25649 times)

Kyzrati

  • High Priest
  • ****
  • Posts: 378
    • View Profile
    • Grid Sage Games
    • Email
Re: Cogmind (now at Beta 3)
« Reply #165 on: October 28, 2017, 12:33:07 AM »
Now that Cogmind is on Steam, I'm switching over to regular weekly progress updates: SITREP Saturday, #1 :D
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Kyzrati

  • High Priest
  • ****
  • Posts: 378
    • View Profile
    • Grid Sage Games
    • Email
Re: Cogmind (now at Beta 3)
« Reply #166 on: November 04, 2017, 01:10:56 AM »
SITREP Saturday #2: Cloudy with a Chance of Saves.

Cloud saves are ready for activation, and custom cursor support is coming. Here I was having fun with Evil Cursor trying to find all the bugs in the system:


We also have optional turn-numbered log lines:
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Kyzrati

  • High Priest
  • ****
  • Posts: 378
    • View Profile
    • Grid Sage Games
    • Email
Re: Cogmind (now at Beta 3)
« Reply #167 on: November 11, 2017, 12:40:04 AM »
SITREP Saturday #3: YAQOL. Inventory autosorting, on-map ALERT popups, Cogmind makes it into a major magazine, and more...

On-map ALERTs accompanied by an alarm sound means you'll never miss an important situational warning again!


For those of you too lazy to press 't', there's a new option to do it automatically on moving :P
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Kyzrati

  • High Priest
  • ****
  • Posts: 378
    • View Profile
    • Grid Sage Games
    • Email
Re: Cogmind (now at Beta 3)
« Reply #168 on: November 12, 2017, 01:21:22 AM »
Beta 3.1 is complete! This update brings Steam Cloud support, ALERT messages you can't miss, and all maps accessible from any difficulty level...

For the full release notes and feature demo images, see here.

And if you have Cogmind on Steam but haven't yet left a review, please consider doing so :)

Cogmind Beta 3.1 "In the Cloud" (0.10.171111) changelog:

* NEW: [Steam] Steam Cloud support
* NEW: ALERT log messages also appear over the map at the top left (adjustable via advanced.cfg: mapAlertDuration)
* NEW: Most ALERT log messages/announcements accompanied by a sound effect for emphasis
* NEW: Triggering High Security is accompanied by a special sound effect
* NEW: Message/combat logs prefix lines with turn numbers in Tactical HUD mode (toggle via advanced.cfg: disableMessageLogTurnNumbers)
* NEW: noFluffLogMessages option to never show purely atmospheric log messages related to some robot actions (toggle via advanced.cfg)
* NEW: Ctrl-RMB on walls/doors for their stats (if a info window already open, simple RMB works too)
* NEW: Custom cursor support (see manual under Advanced UI)
* NEW: Descriptions for all 49 advanced.cfg-only options added to manual under Advanced UI
* NEW: WORKMAN keyboard layout file
* NEW: Partial keyboard layout files for QWERTZ, ABNT2, UK
* NEW: Numpad Enter also closes context help, advances transmission text, and works on game over screen to restart
* NEW: Tutorial message explicitly indicates purpose of matter on first acquiring it (same as item description)
* NEW: Several situational tutorial messages regarding energy management
* NEW: Weapon penetration stat context help explicitly mentions that Huge robots count as a single object
* NEW: "Inventory Autosorting" in options menu toggles automatic type-sorting of inventory items (equivalent to 't')
* NEW: Attached part relative coverage visualization also shows specific values in Tactical HUD mode
* NEW: All Alpha supporter names registered since Beta 3 added to in-game list (see Credits menu)
* NEW: All Alpha item-attribution names registered since Beta 3 added to the item collection gallery
* MOD: All maps accessible in all difficulty levels (most challenging areas no longer blocked off in easier modes)
* MOD: Structural Scanner no longer required to get explosion data in machine info (but still required to know if such a machine has been destabilized)
* MOD: Structural Scanner effect description explicitly states that it <stacks>
* MOD: All keyboard map-shifting commands now jump the map by default (single-space shifting no longer possible)
* MOD: Shift modifier no longer required for keyboard mode to shift map view (Alt-only), except for vi-keys
* MOD: vi-keys no longer need Shift or Alt modifier in dedicated mapshift mode (`), simply hjklyubn will do :)
* MOD: /user/cogmind.cfg split into three files: system.cfg, options.cfg, advanced.cfg
* MOD: "Show Part Range" and "Invert Map Pan" removed from options menu (now in advanced.cfg)
* MOD: advanced.cfg autoSortInventory renamed to matchSortInventory
* MOD: Lowered integrity of all Coolant Injectors
* MOD: Slightly nerfed Mak. Salvage Targeting Computer
* MOD: Tread crushing effect description includes explicit notice of max core integrity to be crushable (50)
* MOD: Removed critical hit stat context help mention of effect on machines, large doors, and barriers (no longer applicable)
* MOD: Walls/doors destroyed by launchers cause alert increase as with other weapons
* MOD: Experimental/pre-release builds no longer warn about version number not matching server records
* MOD: Scan window uses a much quicker, quieter sound to prevent overlap when hovering cursor across groups of items
* MOD: Text printing/scrolling sfx replaced by a more subtle version with lower pitch and volume
* MOD: Doubled matter extraction rate of all Field Recycling Units
* MOD: Save file naming scheme changed to reflect internal save version, and extension changed to .sav
* MOD: Tunneling hack more useful
* MOD: Resource containers no longer have a LOAD setting (since the desired behavior is now automatic anyway)
* MOD: Integrity-wise sorting of inventory now orders by absolute integrity rather than percent remaining
* FIX: Attaching Core Expander from inventory via any means of direct swapping would crash game on subsequent key press [russomatroso]
* FIX: 0b10 Decoder Chip [G/L] crashed on attempting to reveal an item outside FOV dropped on a chip-discovered trap [Darg]
* FIX: Manual referenced older damage modifier for critical strikes against armor (is 20%, not 25%) [zxc]
* FIX: Clicking 'X' button to close robot manual hacking window with code list open didn't also close the latter, and would later crash the UI [Valguris]
* FIX: Potential to crash in the combat log if a certain sequence of messages quickly appeared under rare conditions [LordKee]
* FIX: Using a Reconstructor while affected by a Stasis Beam to move outside the beam range would maintain the hold as long as no new obstructions [DDarkRay]
* FIX: Unidentified prototypes in inventory indirectly revealed coverage and integrity values through respective visualization modes [DDarkRay]
* FIX: Saving files would silently fail if player manually deleted the target directories [The Renderer]
* FIX: Ctrl-CMB to toggle volley range visualization not working under some conditions [Uninstall Wizard]
* FIX: On some Linux/Wine setups online News update feature might occasionally have a trailing 0 causing repeat news content to flash as if new [Joshua]
* FIX: Typo in lore [zill]
* FIX: Unidentified prototype resource containers held in inventory could still indirectly collect and store energy/matter
* FIX: With non-green console border colors, the first item comparison in the gallery would still have two inside corners appear green
* FIX: Removed critical strike stat context help mention of props being destroyable by crits

(Also I'm going to be streaming some 3.1 fun runs here in a bit.) Done!
« Last Edit: November 12, 2017, 07:07:26 AM by Kyzrati »
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Kyzrati

  • High Priest
  • ****
  • Posts: 378
    • View Profile
    • Grid Sage Games
    • Email
Re: Cogmind (now at Beta 3.1)
« Reply #169 on: November 20, 2017, 03:27:08 PM »
New Article: Data and Thoughts from a Month on Steam - A comprehensive summary of Cogmind's first month on Steam, taking a look at reception, rankings, traffic, sales, and more.

Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Tzan

  • Bishop
  • ***
  • Posts: 139
    • View Profile
Re: Cogmind (now at Beta 3.1)
« Reply #170 on: November 20, 2017, 05:46:57 PM »
Thanks for the info, interesting stuff.

Kyzrati

  • High Priest
  • ****
  • Posts: 378
    • View Profile
    • Grid Sage Games
    • Email
Re: Cogmind (now at Beta 3.1)
« Reply #171 on: December 12, 2017, 01:06:13 AM »
AnothYear 4 of the Cogmind: After 8,410 hours of work over more than four years so far, Cogmind is mostly complete and finally on Steam. A look at 2017, and the future!

Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Kyzrati

  • High Priest
  • ****
  • Posts: 378
    • View Profile
    • Grid Sage Games
    • Email
Re: Cogmind (now at Beta 3.1)
« Reply #172 on: December 16, 2017, 12:29:48 AM »
The latest SITREP is another big one as we move much closer to the next release. Lots of details covered there, but in summary I'm revamping the first main map of the world


letting distress signals and calls for help reveal the location of the robot being alerted (transparency! interesting tactical implications!)


and adding item stat exporting into multiple formats.


Cogmind also made the Top 100 indies of 2017 over on IndieDB! Thanks to everyone who voted, and if you could, vote again for the final round which is open for a few more days :)
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Kyzrati

  • High Priest
  • ****
  • Posts: 378
    • View Profile
    • Grid Sage Games
    • Email
Re: Cogmind (now at Beta 3.1)
« Reply #173 on: December 22, 2017, 01:04:08 AM »
Beta 4 "Data Mining" is complete :D

Welcome to a properly meaty major version release! There's an improved early game, even greater information transparency, more challenge modes, item gallery stat exporting, and lots more...

For the full release notes and feature demo images, see here.

And if you have Cogmind on Steam but haven't yet left a review, please consider doing so, thanks!

Cogmind Beta 4 "Data Mining" (0.10.171220) changelog:
  • NEW: Export stats for all discovered gallery items to TXT, HTML, or CSV for external reading/processing
  • NEW: Lore and gallery exporting shows destination file name once export complete
  • NEW: Materials maps may have one or two special stockpiles
  • NEW: Added guaranteed Sml. Storage Unit to Scrapyard
  • NEW: Option to automatically attach/collect all parts/matter in Scrapyard and start at the exit to Materials (advanced.cfg only: quickStart)
  • NEW: "Fragile Parts" experimental challenge mode (for now set in advanced.cfg: challengeFragileParts)
  • NEW: "Sticky Parts" experimental challenge mode (for now set in advanced.cfg: challengeStickyParts)
  • NEW: "Simple Hacker" experimental challenge mode (for now set in advanced.cfg: challengeSimpleHacker)
  • NEW: "Trapped" experimental challenge mode (for now set in advanced.cfg: challengeTrapped)
  • NEW: 1 new corruption effect
  • NEW: AI corruption can cause misfires and temporary IFF failure
  • NEW: Consecutive on-map items can be compared in keyboard mode, where previous item remembered for stat comparison as long as no other actions taken
  • NEW: Applicable major NPCs and some late-game robots list immunities under their resistances, including context help describing each
  • NEW: Robots with special effect (e.g. Samaritans) now have a Traits button in their robot info window that gives access to all relevant details
  • NEW: Pacifist bonus score applied for each depth reached with no prior kills, increasing with proximity to surface
  • NEW: Programmers can reset nearby allied robot systems (0b10 variants only) to clean corruption
  • NEW: Super secret hidden door opens in response to relevant NPC's data core
  • NEW: Option to show actual remaining integrity for damaged robot core popups, rather than a percentage (advanced.cfg only: preciseCorePopup)
  • NEW: Operators summoning reinforcements via their terminal also display an on-map ALERT message
  • NEW: Part swap list distinguishes broken inventory items by displaying their names in red
  • NEW: Tutorial message about non-stacking effects when simultaneously attaching two parts that will not combine their effects
  • NEW: Numpad Enter also centers map view on self
  • NEW: WASDQEZC command set
  • NEW: Optional "-nonportable" switch applies to all player file saving, including settings, score sheets, screenshots, and the backup system
  • NEW: Support for custom save paths, specified via "-customFilePath" switch (see manual under Advanced UI > File Options)
  • NEW: Option to hide precise values in part coverage visualization mode even when Tactical HUD active (advanced.cfg only: noPreciseCoverage)
  • NEW: Score sheet Best States also records Energy Generation and Matter Stores
  • NEW: Optional Terminus style map glyphs for size 18 ASCII mode players (see manual under Advanced UI > Fonts)
  • NEW: Added explanation of Vulnerability mode visualization to manual (Advanced UI > Parts Window)
  • NEW: Option to block all vi-key input, to prevent unintended movement by those who don't use vi-keys anyway (advanced.cfg only: blockVi)
  • NEW: All Alpha supporter names registered since Beta 3.1 added to in-game list (see Credits menu)
  • NEW: Robots sending distress signals to an ally out of view temporarily reveal that ally's position with a blinking yellow marker
  • NEW: Robots calling for help or reinforcements from a garrison temporarily reveal that garrison's position with a blinking red marker
  • MOD: Robot info window provides Analysis button with separate access to that text, instead of directly displaying it all (some didn't fit)
  • MOD: 't' button no longer sorts inventory while robot info window open
  • MOD: Robot/machine/terrain damage modifier info display now represented as Resistances, using negative values for weaknesses
  • MOD: "Dispatching garrison force" log message in a certain mid-game branch changed to "dispatching additional forces" to avoid confusion
  • MOD: Masking an area prevents Recyclers from even collecting there, rather than simply blocking item knowledge at a distance
  • MOD: Reduced size of -10/Materials by 44%
  • MOD: Scanalyzers removed from -10/Materials
  • MOD: Reduced number of Terminals and Repair Stations in -10/Materials
  • MOD: Fewer bots in -10/Materials, and Swarmer patrols always 3 bots rather 3-4
  • MOD: Maximum preloaded Fabricator schematic rating bonus increased from +2 to +3
  • MOD: "Data loss" message due to corruption effect more specifically indicates that lost data is component knowledge
  • MOD: Corruption misfire attacks against Demented outside W base no longer cause faction-wide aggro
  • MOD: Bump- and forced-melee attack targets no longer recalled automatically for subsequent attacks
  • MOD: On-map label for object under cursor only appears once if cursor remains on that object
  • MOD: On-map label for multi-cell robots no longer recreated when moving cursor (via kb or mouse) around between that robot's sections
  • MOD: Wall/door destruction value (for alert purposes) now based on depth, reducing it for much of 0b10 though later maxing out at its Beta 3.1 value
  • MOD: Item stat comparison no longer available via Repair Station repair list
  • MOD: Core Stripper effectiveness reduced by one-third
  • MOD: A few corruption side effects require passing a minimum system corruption threshold rather than anything being possible from 1%
  • MOD: Core resets also wipe all intel data
  • MOD: Easier/Easiest mode accuracy bonus now 20%/30%
  • MOD: Hvy. Machine Gun buffed
  • MOD: AM-PH4 propulsion tweaked
  • MOD: A single terminal will only ever explicitly list one Prototype ID Bank
  • MOD: Chance to trigger traps increased while overweight
  • MOD: Removed Ctrl-F1 hotkey for cycling combat log verbosity (legacy 7DRL command now available in options menu)
  • MOD: Cannibalization Units removed
  • MOD: Robots sending distress signals to an ally show no log message if that ally already visible to Cogmind
  • MOD: Lore export button style changed, and keyboard players now access them via T/H/C (upper case) instead of 1/2/3
  • FIX: Chance to avoid self-damage from kicking was calculated per leg rather than per slot, and therefore incorrect for the one multi-slot leg [Valguris]
  • FIX: Network Hubs destroyed outside both view and audible range did not correctly apply effect [Valguris]
  • FIX: Certain bonus points could be earned multiple times, despite intended limits [Valguris]
  • FIX: Potential crash if Borebot destroys itself while clearing an explosive machine [Valguris]
  • FIX: Particle Accelerators only applied effects against on robot targets, not terrain or machines [Valguris]
  • FIX: W might fail to spawn for a particular late-game event [GJ]
  • FIX: Science guy terminal missing a lore entry [GJ]
  • FIX: Holding 'f' before and while dialogue transmission window opening would ignore all commands once window closed [GJ]
  • FIX: Opening super secret hidden door with the proper manual code triggered the security system anyway [GJ]
  • FIX: Crash on a temporary patrol spawning into a map under certain rare conditions [Hopeless Situation Warrior]
  • FIX: Containment Facilitator explosion type context help message missing [Hopeless Situation Warrior]
  • FIX: Core Analyzer effects were checked on the defender rather than attacker, making it useless to attach one [Hopeless Situation Warrior]
  • FIX: Allied Programmers wiped friendly trojans from 0b10 terminals [Hopeless Situation Warrior]
  • FIX: Allied 0b10 Operators revealed friendly derelict traps outside 0b10 [Joshua]
  • FIX: Materials storage cache prefab could in rare cases allow a hostile bot to spawn near Cogmind's entrance location [Joshua]
  • FIX: Easier difficulty modes were getting a higher accuracy bonus than advertised/intended [DeanSherman]
  • FIX: Version number stored multiple times within compressed game.bin metadata (no impact on functionality or data integrity) [kiroist]
  • FIX: 3.1 caused Command internal name misalignment for some commands.cfg entries (no impact on functionality, though) [Raine, JamesVagabond]
  • FIX: Crash on hypermatrix ping effect triggered while simultaneously tunneling deep into earth [dak]
  • FIX: Implementation of tread crushing effect made autoreplacement of some tread types incompatible with the replacement rules [zxc]
  • FIX: Specific Cetus terminal query topic accessible only directly rather than indirectly as a reference (affected keyboard mode only) [ozer0]
  • FIX: Scrolling a repair/scanalyze item list of greater than 26 items resulted in incorrect color coding [Snow_Cat]
  • FIX: Allied programmers could rewire shutdown robots that were otherwise unhackable [Quelan]
  • FIX: Temporary pop-up labels for robots would remain visible and track the robot even after it leaves view if enough turns are passed [Star Weaver]
  • FIX: If the new advanced.cfg noFluffLogMessages option activated, no autogenerated messages would appear in log
  • FIX: Data backup system incompatible with "-nonportable" command line parameter
  • FIX: Score sheet "Absorbed by Shields" data not tallied correctly
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Kyzrati

  • High Priest
  • ****
  • Posts: 378
    • View Profile
    • Grid Sage Games
    • Email
Re: Cogmind (now at Beta 4)
« Reply #174 on: December 29, 2017, 12:39:42 AM »
New Article: Player Metrics: Stats and Preferences on and off Steam - Aggregate data and analysis of tens of thousands of player score sheets, including both performance and preferences. (With a dozen graphs etc. :P)



Also Cogmind is both on sale right now and being featured on Steam's front page for the day :D
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Kyzrati

  • High Priest
  • ****
  • Posts: 378
    • View Profile
    • Grid Sage Games
    • Email
Re: Cogmind (now at Beta 4)
« Reply #175 on: December 30, 2017, 12:47:15 AM »
SITREP Saturday #8: Data Stream - Busy week filled with stats!

Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Kyzrati

  • High Priest
  • ****
  • Posts: 378
    • View Profile
    • Grid Sage Games
    • Email
Re: Cogmind (now at Beta 4)
« Reply #176 on: January 06, 2018, 12:40:01 AM »
SITREP Saturday #9: Secrets - New items, new mechanics, new... secret stuff :)

Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Kyzrati

  • High Priest
  • ****
  • Posts: 378
    • View Profile
    • Grid Sage Games
    • Email
Re: Cogmind (now at Beta 4)
« Reply #177 on: January 11, 2018, 01:36:38 AM »
New Article: Color Customization - An overview of Cogmind's upcoming render filter system, including its implementation and related features such as custom color schemes.

Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor

Tzan

  • Bishop
  • ***
  • Posts: 139
    • View Profile
Re: Cogmind (now at Beta 4)
« Reply #178 on: January 11, 2018, 03:14:31 PM »
I've been converting to HSV for color adjustments then back to RGB.
I just copied that code for later review. 

Years ago, I spent several days trying to figure an RGB way, but then just went the long way around with HSV.

Thanks

Kyzrati

  • High Priest
  • ****
  • Posts: 378
    • View Profile
    • Grid Sage Games
    • Email
Re: Cogmind (now at Beta 4)
« Reply #179 on: January 12, 2018, 01:24:50 AM »
Heh, yeah in general for stuff like this I've used HSV conversion in the past, and probably would've done so here as well if I wasn't so tired. Without even thinking I just googled "RGB desaturation" and it brought me to that SO thread. I'm like... well I guess I should try this! :P
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor