Temple of The Roguelike Forums

Announcements => Traditional Roguelikes (Turn Based) => Topic started by: Kyzrati on May 20, 2015, 04:58:13 AM

Title: Cogmind (now at Beta 11)
Post by: Kyzrati on May 20, 2015, 04:58:13 AM

Beta Access available now! (http://www.gridsagegames.com/cogmind/buy.html)

Cogmind is a science fiction-themed traditional roguelike in which you play a robot that builds itself from components found or salvaged from other robots.

(https://i.imgur.com/6x3TMuq.gif) (https://i.imgur.com/6x3TMuq.gif)
Various destructive scenes... (hundreds of particle effects with accompanying audio)

(https://i.imgur.com/kpPqdMT.gif) (https://i.imgur.com/kpPqdMT.gif)
Some inventory management with ASCII art and... destruction and repair :)




Notable Features

General Feature List
Many of these are a given for anyone familiar with roguelikes, but I'll list them here for completeness.

More Information
Title: Re: Cogmind (now at Alpha 1)
Post by: getter77 on May 20, 2015, 11:57:47 AM
Fantastic.   8)
Title: Re: Cogmind (now at Alpha 1)
Post by: Nikolai on May 21, 2015, 11:46:33 AM
This looks fantastic!  I'll certainly be wanting to get a copy as soon as the budget clears for it.

Your wallpaper links are broken, though.
Title: Re: Cogmind (now at Alpha 1)
Post by: akeley on May 21, 2015, 07:55:22 PM
Congratulations on getting the alpha out. 30$ is a lot but then it looks like a true high-level roguelike and your track record speaks for itself. So hopefully will join in sooner then later (though similarly priced Rimworld is first in cue).

I recall reading somewhere the game world is governed by an AI overseeing things not only on local, player`s level. This sounds very interesting - is this correct? A feature planned or already in?
Title: Re: Cogmind (now at Alpha 1)
Post by: Samildanach on May 22, 2015, 02:29:48 PM
This looks fantastic!  I'll certainly be wanting to get a copy as soon as the budget clears for it.

Same here. $30 is a lot to throw around so I have to wait until after payday.
Title: Re: Cogmind (now at Alpha 1)
Post by: Kyzrati on May 26, 2015, 02:13:00 AM
Hey guys, really sorry for not having dropped by earlier--Slash once had a problem with spam being mailed out of the official temple account and I'd been marking some emails as spam in Gmail, so some of my temple emails were being thrown in the spam bucket automatically and I didn't see them, oops :/.

Thanks for the notice on the wallpaper links Nikolai; I fixed them. There was some last minute craziness right before launch and I failed to copy over the wallpaper data from the old site to the new one.

Congratulations on getting the alpha out. 30$ is a lot but then it looks like a true high-level roguelike and your track record speaks for itself. So hopefully will join in sooner then later (though similarly priced Rimworld is first in cue).
I actually based some of my planning on Rimworld's model! And if you notice, my forums (http://www.gridsagegames.com/forums/) are based on the Rimworld forum theme as well because I really like it :).

I recall reading somewhere the game world is governed by an AI overseeing things not only on local, player`s level. This sounds very interesting - is this correct? A feature planned or already in?
This is absolutely correct, and absolutely in there (http://www.gridsagegames.com/blog/2015/04/living-dungeon/).

And thanks, Samildanach! Looking forward to having some RT folks playing :).
Title: Re: Cogmind (now at Alpha 1b)
Post by: Kyzrati on June 11, 2015, 01:47:32 AM
And we have our first update!

This is a minor release aimed at fixing all known bugs, and adding any feature requests that were either extremely high priority or could be implemented with minimal fuss.

(Note: Supporter names are not yet in game--that happens in major versions, so expect to see them Alpha 2. If you haven't already, remember to use the form linked in your original download email to provide the name you want to use in game.)

To get the new version, use the download link provided in your original purchase email, and copy over your old settings files as indicated in the migration guide (http://www.gridsagegames.com/forums/index.php?topic=11.0).

The full Alpha 1b (0.10.150610) changelog:
* NEW: Exit labels now explicitly indicate which lead to currently unavailabe branches, even when unidentified
* NEW: Currently inaccessible exits are now shown in red, and also differentiated in scan window
* NEW: Discovered exits now report the map name in the log as well, if known
* NEW: Interactive machines have color effects to indicate locked/processing/tracing status
* NEW: Machine trace resets are reported to log
* NEW: Active Structral Scanners detect machines destabilized by collateral damage and color them differently
* NEW: Allied Operators within 20 spaces of you identify hidden doors in your field of vision
* NEW: Ally transfer range highlighted on map when followed by allies and at or adjacent to an exit
* NEW: Entering fire mode via mouse quickly highlights the previously attacked target as a reminder
* NEW: Robot motion trails which can be toggled and tweaked in the options (off by default)
* NEW: While motion trails are active, hostiles spotting Cogmind indicated by flashing exclamation points rather than background colors
* NEW: Path to cursor set to persistent highlighting when not in keyboard mode (can toggle in options)
* NEW: If not in keyboard mode, cursor-based movement direction is highlighted while hostiles in sight
* NEW: Added 2 new fonts at size 20 (equivalent to doubling the size 10 cased and all caps styles)
* NEW: Added 8 new fonts to enable larger images on resolutions above 1440p
* NEW: Manually set world seeds are reported in the log on starting a new game
* NEW: Escape key now accesses help/game menu when no other windows are active
* NEW: Adjacent space highlighted red for mouse users if moving in that direction will ram a robot (i.e. not flying and no melee weapon)
* NEW: Score sheet now records whether using keyboard mode
* NEW: Winning the game awards an additional 2000 bonus points to score
* NEW: Schematic info windows now indicate number of robots/items simultaneously produced, and required Fabricator level
* NEW: Successful indirect "database" hacks (queries/schematics/analysis/prototypes) may cause map-wide lockout of database access (hack evasion)
* NEW: Permanently locked machines are not added to intel data
* NEW: Option to use ASCII item type-based coloring style for sprites (cogmind.cfg only: see ratingBasedItemSpriteColors)
* NEW: Option to disable mouse wheel scrolling to wait (cogmind.cfg only: see noMouseWheelWait)
* NEW: Added several more tutorial messages
* MOD: Swapping is default behavior for drag-and-drop from inventory to parts list (no shift keypress required)
* MOD: "Auto-label on Examine" config setting defaults to true
* MOD: Robot hacking PARSE command results now display "N/A" for modules if none found
* MOD: Increased size of help/options button in bottom right corner of main UI
* MOD: Darkened path higlighting color (hold Ctrl-Alt to temporarily brighten it)
* MOD: Path visualization no longer shows while in a targeting mode
* MOD: Path-to-cursor highlighting not displayed when hostiles in sight and movements are in single-space increments
* MOD: Updated some utility effect descriptions to indicate whether they work in parallel, and can be paused/resumed
* MOD: Reduced rate of map data loss due to system corruption
* MOD: Reduced Repair Station part repair times by 25 turns
* MOD: Fabricators simultaneously produce more than one part at a time for certain schematics
* MOD: Data Core expiry raised from 20 to 30 turns
* MOD: Indirect robot analysis hacks limited by rating; must be <= current floor level, +1 per Terminal tier above the basic type
* MOD: Indirect item/robot schematic hacks limited by normal distribution rules
* MOD: Increased Fabricator level requirements for some robots
* MOD: Stepping on branch access points with Auto-Ascend active will enter them automatically (like stairs)
* MOD: Core-based hover movement benefits from Maneuvering Thrusters in the same way external hover propulsion does
* MOD: Being dug out of a Mine cave-in is now guaranteed
* MOD: Changed Recycling Unit manual hack commands from Report(Matter)/Retrieve(Matter) to Matter(Report)/Matter(Retrieve)
* FIX: Crash on opening context help while item window closing [Draxis]
* FIX: Crash on dying to a grenade fired from around a corner under certain circumstances [db48x]
* FIX: Crash on pressing a non-ESC key in robot hacking PARSE window [dragagon, PoorFredNoonan, Deliz Seemack]
* FIX: Crash on manual Build/Repair/Scanalyze hack command with no target set [biomatter]
* FIX: Crash on RMB on item selection menu at Scanalyzers (RMB for info works now) [Darkening Kaos, strings, Vherid]
* FIX: Delete Save & Quit wasn't deleting save data [Danny Perski, zill]
* FIX: Map cursor position restored when exiting item/robot info into examine mode after using context help in keyboard mode [Deliz Seemack]
* FIX: World seeding did not result in the same world [nsg21, Binary Gambit]
* FIX: World seed description in the options menu shortened to fit available space [Sylverone]
* FIX: Machines could be placed over stairs in rooms [boomblip]
* FIX: Operators could summon reinforcements from damaged Terminals [biomatter]
* FIX: FOV wasn't recalculated on ramming a target [Karlito, AGlassOfMilk]
* FIX: Map view wasn't recentered on player after ramming/impact displacement [ironpotato]
* FIX: Ramming a robot off the stairs with Auto-Ascend enabled on will ascend the stairs immediately [Draxis]
* FIX: Hit chance shown on for scan and map popups is capped to match actual value [infectedm, biomatter]
* FIX: Cogmind was not DPI aware, and Win8 scaled the UI greater than the desktop on high-DPI monitors unless manually disabled [db48x, daviwil]
* FIX: "Slowest Speed" in score sheet always reported 0 [nsg21]
* FIX: Initial startup from default config in sub-720p resolution wasn't forcing ASCII mode [Tuxedo-Knight]
* FIX: Alt-tabbing out of game in fullscreen keyboard mode was locking the cursor to the top-left of the screen [Maurog]
* FIX: Windows IME hotkey was interfering with swapping a part in inventory slot 0 while in keyboard mode [fonetikli]
* FIX: Screenshake was leaving artifacts around the window edges in letterboxed fullscreen mode [Maurog, bjartr]
* FIX: Remote Datajack schematic info didn't fit in the schematic examination window [Arseface]
* FIX: Schematic info for prototype parts could show as faulty
* FIX: Reconnecting to the same machine with a system analysis utility for a second session would not reward any familiarity bonus [E.I.G.]
* FIX: Month value in score sheet filename was off by 1
* FIX: Score sheet for a win now shows location as "Surface" rather than "-1/Access"
* FIX: Item name typo: "Mni. Assault Cannnon" [infectedm]
* FIX: While inventory auto-sorting active, window was scrolling to end when opening item info rather than beginning [Deliz Seemack]
* FIX: Part list order was not always maintained between map transitions and when continuing a previous game [biomatter]
* FIX: Temporarily inactive allied Operators could still provide hacking bonuses
* FIX: Escorted tunnelers sent to clear Mine cave-ins had overwritten their assigned AI and never excavated
Title: Re: Cogmind (now at Alpha 1b)
Post by: chooseusername on June 12, 2015, 11:50:30 PM
And we have our first update!

This is a minor release aimed at fixing all known bugs, and adding any feature requests that were either extremely high priority or could be implemented with minimal fuss.

I like how all the changes are clearly described, the iron will and focus it must have taken to compile that list, and keep the descriptions useful to players is admirable.  Too often I go back and look at my own and wonder what it all means, and have to do source code archaeology.
Title: Re: Cogmind (now at Alpha 1b)
Post by: Kyzrati on June 13, 2015, 01:04:44 AM
Hehe, I can imagine. I wouldn't be able to do it so easily if I had to go back, either! What I do is maintain two changelogs, a private one and a public one, and add to both simultaneously as each feature/bug is worked on. (In fact, I often even add the changelog entries before I start working on a given feature/fix, as that helps make my goal more explicit.)

The private one of course includes all the technical jargon and variable names, for future reference, and is also longer than the public one since some changes players don't need to know about.

For each change players do need to know about, I rewrite that log entry with them as the audience in mind.

So when it comes time to release, the changelog is already ready and waiting!

About attribution of bug finds, this is good for both the players, who like to see their name in there and that they'd contributed to development, and myself, since I'll know who to contact (and where to look up old bug reports) if any more information is necessary down the line.
Title: Re: Cogmind (now at Alpha 1b)
Post by: Nikolai on June 15, 2015, 03:29:12 PM
This is one reason among many, Kyzrati, why you are awesome.  Some of us became software developers because we wanted to make games, but had to give up that dream for one practical reason or another.  Seeing development blogs like this lets me, for one, enjoy the experience vicariously, which I can't thank you enough for.
Title: Re: Cogmind (now at Alpha 1b)
Post by: Kyzrati on June 15, 2015, 04:03:18 PM
Wow Nikolai, thanks :)

I do get that occasionally, support from other professional software devs who dabble in RLs as a hobby, and I'm really glad I can be that somebody to you guys :D

It's true, in the long run making games is rarely practical since it's certainly tough to make money compared to a "real" job. I can't say how long I'll be able to continue doing it full time (beyond Cogmind), but I did at least promise myself that I'd take this last opportunity to try going full indie, otherwise I know I'd regret it one day ;)
Title: Re: Cogmind (now at Alpha 1b)
Post by: chooseusername on June 15, 2015, 10:15:35 PM
Wow Nikolai, thanks :)

I do get that occasionally, support from other professional software devs who dabble in RLs as a hobby, and I'm really glad I can be that somebody to you guys :D

It's true, in the long run making games is rarely practical since it's certainly tough to make money compared to a "real" job. I can't say how long I'll be able to continue doing it full time (beyond Cogmind), but I did at least promise myself that I'd take this last opportunity to try going full indie, otherwise I know I'd regret it one day ;)
I was thinking about you saying that you thought you might break even.  The way I see it, is that what you've done is an investment.

You've made a game which will age well, because it will always be part of a genre that is pretty much timeless.  We now live in a gaming culture where games not only get second lifes, but they live endlessly on places like gog and steam.  System Shock 2 and so on.  These are sold indefinitely.  An System Shock 2 is a game that looks somewhat dated.  Your better than state of the art roguelike, will age better, and you should continually be able to benefit from the investment.

For each game you make where you at least break even, from that point on there should be residual income.  And if the second game is closely inspired by a game that many more people already look back on with rose coloured glasses, something that should be more appealing because of it, and it's to the same quality that Cogmind is - I'd be surprised if it didn't work out well for you.

Disclaimer: Not an indie developer, and not placed to tell you how to risk your life, just sharing loose thoughts.  Very inspiring to hobbyist dabblers.
Title: Re: Cogmind (now at Alpha 1b)
Post by: Kyzrati on June 16, 2015, 02:38:40 AM
I was thinking about you saying that you thought you might break even.  The way I see it, is that what you've done is an investment.
For each game you make where you at least break even, from that point on there should be residual income.
I did say that, and it's quite likely. We'll know in a year with 1.0 :)

I'd much prefer to work from a position where I have profits to reinvest rather than having to invest tons of my own savings and be in the red for years, but maybe a Cogmind launch on Steam with greater media exposure will be able to solve that bit.

Either way a long-term strategy could theoretically see compounding revenue from more and more "timeless" games over the years. This route would be much easier if I made games with shorter development cycles ;).
Title: Re: Cogmind (now at Alpha 1b)
Post by: Kyzrati on July 20, 2015, 04:35:09 AM
Alpha 2 is ready! (full release notes here (http://www.gridsagegames.com/forums/index.php?topic=193.0))

* NEW: Added 34 new fonts from 4 typefaces: Terminus, X11, Proggy, Dina
* NEW: All registered supporter names added to new in-game list (see Credits menu)
* NEW: All registered item-attribution names added to the item collection gallery
* NEW: Option to display item attributions directly below item info for every item (cogmind.cfg only: see labelSupporterItems)
* NEW: Gallery access button now also appears on top bar of game menu when sufficient room (widescreen resolutions)
* NEW: Buffered manual hacking commands saved between runs, even after program restart
* NEW: Consecutively opening item info windows automatically shows relative stat changes from the previous item
* NEW: Collision warning and request for movement confirmation prevents accidental unarmed ramming of robots
* NEW: Ramming robots collects a small random amount of matter from the debris for each collision
* NEW: Right-clicking on a map object opens its info window even while status or other another info window already open
* NEW: Left-clicking anywhere outside modal windows closes them
* NEW: Select parts listed under robot loadout to examine details (also works with ally inventories and even robot schematics)
* NEW: "Floor Gamma" option increases brightness of open floor and debris in tileset mode
* NEW: Keyboard examine mode capable of displaying labels for objects outside FOV
* NEW: If not in keyboard mode, "Auto-label on Examine" option now determines whether to display object label while cursor hovering
* NEW: Allied Operators within 20 spaces of you report changes in floor-wide security level
* NEW: Active treads reduce recoil for all weapons by 10
* NEW: Active treads immune to knockback from impact damage
* NEW: Repair Stations can directly scan and accept even currently attached parts
* NEW: Score sheet explicitly records whether a world seed manually set or randomly generated
* NEW: Score sheet filename appends a "_w" to denote a win
* NEW: Part rejection caused by system corruption stops in-progress run/path
* NEW: Sound played on taking screenshot
* NEW: Robot armament list shows individual coverage percentages when examined with proper scanner (as with other components)
* NEW: Tactical HUD mode option for advanced players is more meaningful (off by default unless migrating from a previous configuration)
* NEW: HUD displays predicted energy and heat change per turn if stationary, and per move if mobile (tactical HUD mode only)
* NEW: Item ratings shown directly in on-map item labels (tactical HUD mode only)
* NEW: Option to disable ESC access to game menu (cogmind.cfg only: see disableEscMenuAccess)
* NEW: Press ESC/Spacebar to cancel a run/path in progress
* NEW: Advanced commands list explicitly indicates how to cancel a run/path in progress
* MOD: Respecced all shotguns to dual projectiles, shorter ranges; some have lower accuracy and other tweaks
* MOD: Security level is reduced as you lose allies, and when Complex 0b10 AI believes you are being adequately dealt with and pose less of a threat
* MOD: Higher "value destroyed" score awarded for machine destruction and sabotage, comparative to effect on security level
* MOD: Manually called map object labels stay visible for a much longer period, or until toggled off
* MOD: LOAD setting can be used to fill matter/energy containers detached directly to the ground
* MOD: Item/robot schematic lists accessed from status window open info via RMB and close via LMB (anywhere)
* MOD: Context help windows close automatically on moving the cursor a certain distance
* MOD: Expanded context help text for item "durability" stat
* MOD: Clarified context help text for energy/heat movement costs in status window
* MOD: Optimized font loading speed on startup
* MOD: Map object quick labels blocked while item/status windows open
* MOD: Ramming robots increases the potential for salvage
* MOD: Pressing ESC while extended log is open shrinks it instead of immediately opening help/game menu
* MOD: Pressing ESC prioritizes removing any map labels over opening help/game menu
* MOD: Motion trail fade duration capped at 2000ms
* MOD: Pressing lower/upper-case letters and LMB/RMB on a schematics list all have the same result--display object info
* MOD: Data Core expiry raised from 30 to 40 turns
* MOD: Increased score reward for prototype identification, from 5 to 20
* FIX: Re-pressing 'r' now stops a run in progress [Sylverone]
* FIX: Quitting from gameover screen after loss was autosaving a dead Cogmind [zill, Gaspard]
* FIX: Katana and Scythe shared the same stats (now differentiated by making the latter more unique) [Gaspard]
* FIX: Opening help/game menu while unfinished log text still typing continued looping the sound until exit to game [Ghost73]
* FIX: Quick labels shown for robots standing on an item could overlap
* FIX: Closing OS window during ongoing dialogue was autosaving and could invalidate dialogue results
* FIX: Closing info, list, and dialogue windows while close animation still playing would restart the animation
* FIX: Sprite for multi-cell robots displayed properly in schematics info window
* FIX: Fullscreen setting changed through Alt-Enter wasn't saving to config file
* FIX: Typing a grave character at the end of a text entry crashed the font renderer
* FIX: Typo in basic help text for parts list: "Essental"
Title: Re: Cogmind (now at Alpha 2b)
Post by: getter77 on July 20, 2015, 11:18:15 PM
The streak of finely wrought, meaty changelogs continues I see.   8)
Title: Re: Cogmind (now at Alpha 2c)
Post by: Kyzrati on July 26, 2015, 02:39:25 PM
I put up a test page for the new high score system (http://www.gridsagegames.com/cogmind/scores.html), a prototype for the tournament that will follow the next major release:


Already one player can consistently beat the game every time he plays! He takes the easier speed hacker approach, but full combat builds are getting closer and closer to winning...

This week there were also two hotfixes regarding features new to Alpha 2:

Alpha 2b (0.10.150720b) changelog:
* FIX: Item stat comparisons improperly aligned when involving one or more ground items [E.I.G.]

Alpha 2c (0.10.150726) changelog:
* FIX: Crash on ramming and destroying a robot before the collision warning indicator blink duration ended [Happylisk]
* FIX: Crash on running without an enabled audio device (now no such device required) [jimmijamjams]
* FIX: Manual map object labels left open before transitioning to a new floor would remain, pointing to nothing

Title: Re: Cogmind (now at Alpha 2c)
Post by: Nikolai on July 28, 2015, 01:09:28 PM
My copy of Alpha 2c thinks that Alpha 2b is the latest version of Cogmind.
Title: Re: Cogmind (now at Alpha 2c)
Post by: Kyzrati on July 28, 2015, 01:47:23 PM
Thanks for letting me know. That was reported a few hours ago and I discovered that in my haste to release the 2c hotfix (only 45 min from bug report to release) I hadn't updated the server file that reports the version number :/

It should be working normally now.
Title: Re: Cogmind (now at Alpha 3)
Post by: Kyzrati on September 01, 2015, 01:56:57 AM
Alpha 3 is here, and brings with it a completely new mechanic: Traps! You won't find so many in the early game, but by the time you start making your way through the Factory they'll present an interesting challenge and can even become useful tools as well.

Combined with the many balance tweaks and other changes, Alpha 3 will play somewhat differently than earlier versions. Below I've highlighted what I believe to be the most important features you need to know about, but it's probably a good idea to skim the whole list, anyway ;)

For a visual summary of a few of the new features, see here (http://www.gridsagegames.com/forums/index.php?topic=236.0).

(As usual, if you haven't already, remember to use the form linked in your original download email to provide the name you want to use in game. Attribution/names are added with each major release.)

Notice: This month we will be holding a major tournament. You don't have to be the best (or even good) to win something, and there will be ongoing achievements and multiple leaderboards, so prepare for some semi-competitive fun :). Stay tuned for news on that.

The full Alpha 3 (0.10.150901) changelog:

* NEW: Traps!!! (including many ways to detect and handle them as well as use them against enemies)
* NEW: Auto-label system identifies discovered traps
* NEW: Multiple trap-related terminal hacking commands
* NEW: Maneuvering Thrusters give a chance to dodge triggered traps
* NEW: Structural Scanners have a chance to detect traps within field of view
* NEW: Allied Operators within 20 spaces of you identify hidden traps in your field of vision
* NEW: Active melee Datajacks can be used to reprogram known traps (bump them, as with robot rewiring)
* NEW: Hacking Suites and related (hacking strength) utilities provide a bonus to rewiring disrupted robots and reprogramming traps
* NEW: Dynamic Insulation Systems can prevent the effects of shock/surge traps
* NEW: Transmission Jammers block the signal sent out from alarm traps
* NEW: Stasis Cancellers reduce or nullify the effect of stasis traps
* NEW: Expanded manual with a new section about basic trap mechanics
* NEW: Trap-related score records
* NEW: "Special Map" (outside regular Complex 0b10, but not a normal branch)
* NEW: 6 new robots (mostly confined to special new area for now)
* NEW: 9 new weapons (mostly confined to special new area for now)
* NEW: 2 new armor types
* NEW: K-01 Serfs (Workers) in Factory dispose of disabled robots
* NEW: Part rejection caused by system corruption blocks move commands for 500ms
* NEW: Manual includes a section explaining "Advanced UI" display features
* NEW: Press Left/Right keys to switch topics in manual
* NEW: Enter/Up/Down keys all close context help window for stats
* NEW: Double click/press same inventory sort button/key to reverse the sorting order
* NEW: Options menu option descriptions also automatically shown in keyboard mode (on selection)
* NEW: Save files have their own versioning system, meaning games-in-progress can be compatible with small/hotfix releases
* NEW: Any Signal Interpreter can identify where adjacent exits lead
* NEW: Overheating robots have a chance to be destroyed by critical meltdown each turn
* NEW: Heat from volleys now averaged over each of the duration's turns rather than front-loaded
* NEW: Some terminal hacks increase in difficulty with each previous success on same floor (notably Purge Threat)
* NEW: Fabricators and Repair Stations play item drop sound effect when releasing items/containers
* NEW: All supporter names registered since Alpha 2 added to in-game list (see Credits menu)
* NEW: All item-attribution names registered since Alpha 2 added to the item collection gallery
* MOD: "Enemies/Allies" buttons renamed to "Hostile/Friendly", now also label known traps
* MOD: Direct "Local Emergency Access" terminal hack doesn't show unless there are applicable doors within range
* MOD: Direct "Purge Threat" terminal hack doesn't show unless there are threat records to purge
* MOD: Attempts to escape from a Stasis Beam take one full turn rather than basing on propulsion speed
* MOD: Attempts to escape from a Stasis Beam no longer incur resource costs
* MOD: Slightly reduced patrol sizes in upper half of main complex
* MOD: Reduced ally effect on security level by halving threat modifier
* MOD: Item labels for prototypes append rather than prepend rating asterisk, to match parts list info mode format
* MOD: Cannot swap places with disabled/inactive allies
* MOD: Manually seeded games always skip the tutorial map even if you haven't played it three times
* MOD: Map object labels on cursor hover blocked when status window open (same behavior as item info window)
* MOD: Map object labels on cursor hover no longer shown during attack animations
* MOD: Entering targeting mode clears all visible map labels
* MOD: Moving clears all manual map labels
* MOD: Part rejection caused by system corruption no longer possible unless standing on an open space, and never rejects storage utilities
* MOD: Reduced rate of map data loss due to system corruption
* MOD: A portion of individual randomly placed items more likely to be of higher rating
* MOD: Lowered by 33% the threshold beyond which less agressive AI-controlled robots (e.g. Grunts, Sentries) stop firing due to overheating
* MOD: Allied system corruptions split from general robot corruptions in score list
* MOD: All non-light power source integrity +50%
* MOD: All tread integrity +100%
* MOD: All leg integrity +50%
* MOD: All machine explosion damage +50%
* MOD: Replaced H-55 Commando's Hpw. Shotgun with Gauss Rifle
* MOD: Total heat shown in volley window reflects new heat distribution mechanic, displaying per-turn value rather than total
* MOD: AI patrols move in tighter groups
* MOD: Optimized AI to reduce realtime turn length
* FIX: Crash on pressing a letter corresponding to a previous hack during the machine hacking UI close animation [framweard]
* FIX: Maneuvering Thrusters and Reaction Control Systems always dropped chance to be hit to 10% [Mando]
* FIX: Pressing 'f' in mouse mode entered fire mode but would disregard auto-target settings if you'd clicked on any target to fire before [Happylisk]
* FIX: Crash on entering targeting mode while in mouse mode and last target had moved outside viewable map but remained within view of an allied drone
* FIX: Crash on pressing F4 to toggle the log before new/saved game finished loading
* FIX: Manual world seed wasn't properly applied when starting a fresh game (suicide-restart no longer required)
* FIX: Stasis Beam escape difficulty wasn't properly based on robot size as intended
* FIX: Enemy move time miscalculation (slow enemies will be much easier to lose now, fast ones much more difficult)
* FIX: Log message on knockback referenced "Cogmind" (inconsistent with other messages)
* FIX: Pressing a map object label key (1~4) while in mouse mode and cursor hovering over a labeled object blinked label rather than reloading all
* FIX: Game over screen would indicate a successful score upload even if the connection failed
* FIX: Score sheet kill streak records were inaccurate, and far beyond their actual number
* FIX: Score sheet "Sessions" count was counting each autosave as a new session
Title: Re: Cogmind (now at Alpha 3c Tournament Edition)
Post by: Kyzrati on September 08, 2015, 02:39:12 AM
Here we have a few balance tweaks and trap-related improvements, in preparation for the Alpha Challenge 2015 event which should begin in about 24 hours assuming I can finish preparations today. The announcement will go out through all the usual channels, including the in-game news system.

(Note: From now until the event start, all score uploads will be ignored during the transition to the new leaderboards.)

The full Alpha 3c (0.10.150908) Tournament Edition changelog:

* NEW: Warning message and sound effect feedback before stepping on a known hostile trap
* NEW: 5 more metrics recorded on score sheet
* NEW: Added mention of accuracy cap (95%) and lower bound (10%) to the manual
* MOD: Robot meltdown frequency decreased significantly
* MOD: Slightly weakened effect of blade/segregator traps
* MOD: Blade/segregator traps ignore all storage/container parts
* MOD: Med./Lrg./Hcp. Storage Unit mass increased
* MOD: Programmer dispatch frequency varies less wildly
* MOD: Improved descriptions for Signal Interpreters, Terrain Scan Processors, ECM Suites
* FIX: Misdirection caused by system corruption failed to redirect (broken by Alpha 2) [Adraius]
* FIX: Unidentified prototypes in your inventory at the end of a run were listed as an ID'ed prototype [Adraius]
* FIX: Player names and manual world seeds including spaces weren't fully read from config file
* FIX: Armor Integrity Analyzers were only sometimes working as intended

Saves are not compatible with 3b.
Title: Re: Cogmind (now at Alpha 3c Tournament Edition)
Post by: Kyzrati on September 09, 2015, 02:30:41 AM

Announcing Alpha Challenge 2015!

THE Cogmind Alpha event has begun--leaderboards, achievements, prizes! (And no, you don't have to be great, or even good, to win something--but it helps :P)
Title: Re: Cogmind (now at Alpha 3c Tournament Edition)
Post by: Kyzrati on September 23, 2015, 04:03:04 AM
Alpha Challenge 2015 is now complete! Congratulations to all :D

Final results: http://www.gridsagegames.com/cogmind/events/AC2015/results.html (http://www.gridsagegames.com/cogmind/events/AC2015/results.html)

Prize list: http://www.gridsagegames.com/forums/index.php?topic=276.0 (http://www.gridsagegames.com/forums/index.php?topic=276.0)

Title: Re: Cogmind (now at Alpha 3c Tournament Edition)
Post by: Kyzrati on October 01, 2015, 03:11:36 AM
Just published a 7,500-word mega post featuring 31 graphs analyzing the recent tournament results:
http://www.gridsagegames.com/blog/2015/10/player-metrics-alpha-challenge-2015/ (http://www.gridsagegames.com/blog/2015/10/player-metrics-alpha-challenge-2015/)
Title: Re: Cogmind (now at Alpha 3c Tournament Edition)
Post by: Kyzrati on October 20, 2015, 02:40:33 AM
Latest blog post, exploring the contents of morgue files in Cogmind and other roguelikes (DCSS/DoomRL/Angband/ADOM), along with similar meta-features that could or already do exist: http://www.gridsagegames.com/blog/2015/10/morgue-files/ (http://www.gridsagegames.com/blog/2015/10/morgue-files/)
Title: Re: Cogmind (now at Alpha 3c Tournament Edition)
Post by: Kyzrati on October 28, 2015, 01:37:19 PM
Alpha 4 lands next week. The original plan was for a content-heavy release this time, but development ended up taking an interesting detour through mechanics land, so instead we have a half-and-half content/mechanics release. The latter refers to new mechanics, not tweaked old mechanics (though there's some of that, too). Some of the new content suggested a number of mechanics that would add interesting strategic options, the best course of action being to add these immediately rather than overextending the content. After the release I'll be publishing a series of dev blog articles about the design behind these new features. I think you'll like some of the new strategic options :)

Below is a collection of some of the more showable features:

The Garrison Access, a brand new type of machine:

Packrat support in the form of page-wise scrolling for the inventory UI (Ctrl-[/], or Ctrl-Wheel for mouse users):

Machines have their own info window--examine them as you would any other object:

A fifth visualization mode for the parts/inventory list, Relative Heat:
Activated by pressing 'e' again (the energy view command) or clicking on the respective button. Orange for generation, yellow for dissipation, gray for inactive. This makes it easier to quickly determine what's causing your heat problems, or what's doing the best job of solving them :)

"Unauthorized hacks," divided into two classes: brute forcing, and Trojans. The latter allow you to install delayed or persistent effects like creating a bot net by linking multiple Terminals.

Or infect explosive machines to turn them into massive proximity bombs 8)

There is also a brand new type of map, quite unlike the rest of the world, which while it is very showable, I don't want to spoil it for you. (All the juicy details will be coming later in a spoiler-filled blog post, but I'll let you check it out on your own first.)
Title: Re: Cogmind (now at Alpha 3c Tournament Edition)
Post by: Kyzrati on October 30, 2015, 07:53:37 PM
I'm on a roll this week, burning through anything easy on the near-term TODO list, including some requests both old and new. So here are yet more upcoming features I've recorded to give you a preview :)

Part rejection is now animated:
(plus there's a sound effect and the movement block has been extended from 500ms to 1 second, so you're much less likely to walk away from a suddenly rejected part)

When manually Schematic()/Analysis() hacking, enter just the robot class name to automatically hack the best variant available:
No more need to remember specific designations (unless you're intentionally trying for an older model because they're easier to hack).

You can now "go naked" as a free action with a single command that simultaneously "releases" all your attached parts (requires confirmation):
Perfect for that quick getaway.

A command for keyboard players to cycle between different forms of propulsion, and activate/deactivate all of them at once:
(I'm holding down the button at the end there for fun :P)

Also a command to toggle all weapons on/off:
Title: Re: Cogmind (now at Alpha 3c Tournament Edition)
Post by: Kyzrati on November 03, 2015, 02:24:29 AM
Alpha 4 is now the latest and greatest Cogmind! We have an entirely new type of map accessible from many locations in the world, and, unexpectedly, a lot of new mechanics!

A portion of the new mechanics and content are actually secrets, some of which cannot yet be easily discovered (but will be easier in the future via relevant lore/story/NPC interaction). I will be publishing a series of dev blog (http://www.gridsagegames.com/blog/) posts throughout November detailing (read: completely spoiling) these mechanics and content, which you can read if you don't mind spoilers. There are also hints to some of them in images I've shown around lately. And I may occasionally drop some answers here on the forums (http://www.gridsagegames.com/forums/), our subreddit (http://www.reddit.com/r/Cogmind/), or Twitter (https://twitter.com/GridSageGames) if the opportunity strikes :D

Regardless, even if you don't immediately discover a lot of what's new (except of course all the nice usability features explicitly listed in the changelog =p), to an extent the world will likely "feel different" now. In terms of gameplay, overall you'll find the enemy is a good bit more responsive to your actions since they can often reinforce/investigate from closer by, especially once you reach the Factory. This doesn't necessarily imply a greater absolute difficulty, just slightly more transparent strategic and tactical decisions. I playtested several times yesterday and had a blast, especially when it came to factoring in some of the new mechanics (EM spectrums are quite interesting...).

On the usability/user data side, note that your existing manual hacking buffer will be converted to a new format, and external text file. You'll see this file appear after your first game, containing any manual hacking commands you've used before. Feel free to update it yourself in a text editor as necessary (most recent commands at the bottom).

For a visual summary of a few of the new features, see here (http://www.gridsagegames.com/forums/index.php?topic=309.0).

(As usual, if you haven't already, remember to use the form linked in your original download email to provide the name you want to use in game. Attribution/names are added with each major release.)

The full Alpha 4 (0.10.151103) changelog:

* NEW: Garrison Access points, hackable entryways used by the central AI to dispatch squads
* NEW: "Special Map" (outside regular Complex 0b10, but not a normal branch)
* NEW: 8 Trojans, a new category of unlisted unauthorized hacks that offer delayed or persistent benefits
* NEW: 3 brute force hacks, a new category of unlisted unauthorized hacks that permanently disable a machine for some greater benefit
* NEW: "Index(Garrisons)" terminal hack
* NEW: 4 new terminal records
* NEW: Phase Walls, a new form of hidden door (only found in one map)
* NEW: Lots more sound effects to go with new content
* NEW: Electromagnetic weapons have a "spectrum," capable of coupling with power sources and causing them to explode
* NEW: Part/inventory data visualization now includes heat mode (toggle via energy 'e' command/button)
* NEW: Inspect machines in sight via their own info window (RMB/d, as with other objects)
* NEW: Structural Scanners give extra info about machines via info window
* NEW: Any Signal Interpreter can decipher garrison signals to report time until future response squads from that garrison
* NEW: Score sheet records 52 more stats (total: 390)
* NEW: Speed wins receive bonus to final score ([5000 - #turns] * 3)
* NEW: Some non-machine props have unique messages when partially destroyed, rather than all indicating "X disabled"
* NEW: Unique sound effects for destruction of heavy doors and storage shells
* NEW: Robot states "DORMANT", "UNPOWERED"
* NEW: Sensor scrambling mechanic
* NEW: Dropping/swapping containers always retains surplus resources (energy/matter) however possible
* NEW: Move over loaded containers to extract their resources automatically, either to main stores or applicable containers in inventory
* NEW: Resources can be collected/extracted while stationary over a source
* NEW: Flying robots under the effect of a Stasis Beam/Projector lose their 10% bonus to dodge
* NEW: Overweight flying robots lose their 10% bonus to dodge (your HUD overweight indicator will appear red)
* NEW: At death, robots affected by corruption have a chance for otherwise salvageable sensitive components to be fried ([corruption - base part integrity]% chance)
* NEW: For Cogmind, only parts at less than 50% integrity susceptible to critical strikes (excludes armor, which always takes double damage)
* NEW: Storage Units immune to Saboteur attacks and critical strike instant destruction effect
* NEW: Part rejection due to corruption is animated in your parts list, with sound effect
* NEW: Where removing a Storage Unit will auto-drop excess inventory items, confirmation is required (repeat the command)
* NEW: Instantly release all attached parts to "go naked," a free action (Shift-Alt-q)
* NEW: Keyboard players can direct-drop an attached item, bypassing even an empty inventory, by first pressing ','
* NEW: Cycle through all propulsion modes at the press of a key ( ; )
* NEW: Toggle all weapons on/off with a single key ( ' )
* NEW: Press 'd' to open info for item at current location (even in mouse mode)
* NEW: Both scan window and map labels display container contents, if any
* NEW: Scan window automatically updates integrity indicator color for old robot/item scans
* NEW: Robot Schematic()/Analysis() manual hacks can simply indicate robot class to auto-select best available (e.g. "Schematic(Swarmer)")
* NEW: Manual hacking buffer contents stored in readable format (/user/buffer.txt), which you can ignore or edit as necessary
* NEW: Options menu option descriptions also automatically shown in keyboard mode (on selection)
* NEW: All supporter names registered since Alpha 3 added to in-game list (see Credits menu)
* NEW: All item-attribution names registered since Alpha 3 added to the item collection gallery
* MOD: Security levels rise faster, but assault force dispatch frequency reduced
* MOD: Investigation and reinforcement squad response times significantly reduced
* MOD: Ambush traps cap melee robot count, attempt to put them further from the trigger position where possible
* MOD: Propulsion energy cost visualization in parts/inventory list shown based on cost per full turn, based on speed
* MOD: Machines 50% less resistant to electromagnetic explosions
* MOD: Blast/heavy doors +35% resistance to explosives
* MOD: Rooms (not Storage Shells) in Storage now contain sets of parts akin to stockpiles, rather than numerous disparate parts
* MOD: Engineers rebuilding walls/doors push blocking items out of the way rather than destroying them
* MOD: Improved clarity of context help for robot damage resistances in info window
* MOD: Reversed green/red coloring of damage resistance bars for robots
* MOD: Behemoths equipped with Dynamic Insulation Systems
* MOD: Tweaked damage against Programmers: TH = 125% (+25), EX = 75% (-25), EM = 25% (-25), (KI unchanged at 125%)
* MOD: Robots killed via corruption (EM) or meltdowns now count towards score, and increase presence accordingly
* MOD: Terminal damage from EM +50%
* MOD: Terminal hacks inapplicable due to no valid targets now shown, but grayed out (includes Emergency Access, Purges, all Trap hacks)
* MOD: "Index(Fabricators)" terminal hack 10% easier
* MOD: Fabricators no longer produce faulty prototypes
* MOD: Part rejection due to corruption blocks movement for 1000ms rather than 500ms
* MOD: System corruption effect on machine/robot hacking chance reduced by 66%
* MOD: Misfires due to corruption don't affect your weapons' active/inactive state (but does reset any OVERLOAD settings)
* MOD: Storage Unit removal behavior consistent in all situations--detachment allowed regardless of kb/mouse mode and inventory size
* MOD: Info window identifies permanently broken robots as "BROKEN" rather than the all-encompassing "DISABLED"
* MOD: Improved robot meltdown mechanics, and hostiles will no longer meltdown on their own
* MOD: Ctrl-[/] (or Ctrl-Wheel) scrolls inventory by page, rather than to beginning/end
* MOD: Removed Undo Drop command (Shift-Alt-d)
* FIX: Parts affected by hacking feedback and failed repairs/Scanalyzer analysis were only partially disabled [zxc, Draco18s]
* FIX: "Inventory(Prototypes)" manual hack was being parsed as "Prototypes" [fernsauce]
* FIX: Could get double item labels if opening manual labels before auto-label took effect [Adraius, bluemoo]
* FIX: Main access points could rarely appear in narrow corridors, even hidden corridors [zxc]
* FIX: Score sheet "Keyboard" value was inverted [zxc]
* FIX: Allied Operator hacking bonus was giving +0 rather than +1 per Operator after the fourth
* FIX: Dynamic Insulation System calculations were providing 20~33% greater benefit than intended
* FIX: Typo in successful Scanalyze hack output when simultaneously identifying a prototype
* FIX: Many hack results weren't reporting nouns in singular form if only one found
* FIX: "Access(Main)" terminal hack was reporting current map name as destination
* FIX: Item comparison window one line short when displaying Datajack vs. Remote Datajack
* FIX: Derelict ambush trap encounter dialogue never triggered
* FIX: Inactive Watchers were still able to jam sensors
* FIX: Non-penetrating AOE projectiles that impacted a multi-cell door were using the door itself as the explosion origin (now outside)
* FIX: Door open/close sound effects played in more instances than they should while robots passed through
* FIX: Explosions out of sight but within audible range were playing their sound effects twice, simultaneously
* FIX: Standing within range of two or more unique ambient sound sources while one is disabled could stop playing the wrong one
* FIX: Closing the help/commands/game menu while in range of an ambient sound source didn't resume playing the sounds
Title: Re: Cogmind (now at Alpha 4)
Post by: Kyzrati on November 04, 2015, 03:48:35 AM
New design-oriented blog post: Garrison Access (http://www.gridsagegames.com/blog/2015/11/garrison-access/)--the reasons behind the addition of this new machine, what it's capable of, and other related mechanics. Also, a new machine info window!
Title: Re: Cogmind (now at Alpha 4)
Post by: Kyzrati on November 09, 2015, 03:42:34 PM
Well, we didn't quite make it straight from Alpha 4 to 5 after all :P

An oversight regarding the mid-game garrison access points was causing a lot more chaos than intended--I thought I'd applied the proper restrictions to certain special scenarios, but, um, apparently I didn't. So that is now fixed and those should be sufficiently rare. Thank you for complaining about the chaos, zxc! ;)

In other interesting developments... there has apparently been a rather serious oversight in the combat calculations. The accuracy bonus for remaining stationary was working for all robots except Cogmind :-[.

This has apparently been the case since the very first version of the game (all the way back to the 2012 7DRL prototype (http://cogmindrl.blogspot.com/)!), so I'm surprised it's gone undiscovered until now. It's pretty obvious when you follow the full detail combat log and watch the hit chance breakdown. Thanks to @macklemurr for pointing it out.

Basically you're going to get a +10% accuracy bonus to most of your shots from now on. I now expect at least 10% more ownage out of you all!

The full Alpha 4b (0.10.151109) changelog:
* MOD: Stasis traps completely removed from Materials floors
* FIX: Failed to apply rarity limits to special scenarios surrounding mid-game garrison access machines [zxc]
* FIX: +10% to Cogmind's (not hostiles') accuracy while stationary was never applied [@macklemurr]

For the latest primary changelog regarding all the latest Alpha 4 features, see the previous announcement (http://www.gridsagegames.com/forums/index.php?topic=313.0).

4b saves are compatible with Alpha 4, if you have a game in progress (which will benefit from the new changes if continuing the game under the new version).
Title: Re: Cogmind (now at Alpha 4b)
Post by: Kyzrati on November 10, 2015, 02:23:55 AM
New Article (http://www.gridsagegames.com/blog/2015/11/garrisons/): Where garrisons fit in the world structure, with a detailed review of their layout, inhabitants, and a slew of new mechanics.


Title: Re: Cogmind (now at Alpha 4b)
Post by: Kyzrati on November 24, 2015, 03:22:42 AM
New Article (http://www.gridsagegames.com/blog/2015/11/unauthorized-hacks/): All of Cogmind's current unauthorized hacks revealed. Trojans and brute force hacks explained (spoilers!).


Title: Re: Cogmind (now at Alpha 4b)
Post by: Kyzrati on December 07, 2015, 01:44:35 AM
The first round of IndieDB Game of the Year 2015 voting has begun; I'd appreciate any votes for Cogmind here (http://www.indiedb.com/games/cogmind). Thank you! :D

You can also vote for any of your other favorite roguelikes represented on the site--I put together a list here (https://www.reddit.com/r/roguelikes/comments/3uzxtq/support_the_genre_vote_for_roguelikes_as_indiedb/). You can vote for as many games as you like.

Also on IndieDB you can read my latest article about map design in Cogmind, examining form, content, and the process behind development: http://www.indiedb.com/games/cogmind/news/map-design (http://www.indiedb.com/games/cogmind/news/map-design)

Check out lots of development approaches like this mapgen visualizer at work:

Also, check out this juicy new explosion just recently created for a new map area (seen here in a testing area):
Title: Re: Cogmind (now at Alpha 4b)
Post by: Kyzrati on December 08, 2015, 02:04:46 AM
Article: Year 2 of the Cogmind (http://www.gridsagegames.com/blog/2015/12/year-2-cogmind/), looking back at the latter half of Cogmind's 2.47 years of full-time development (4,339 hours of and counting...).

Title: Re: Cogmind (now at Alpha 4b)
Post by: Kyzrati on December 11, 2015, 01:44:13 AM
Woohoo, Cogmind made the top 100 indie games of the year on IndieDB!

*celebratory fireworks*

Thanks to everyone who voted!

There's no ranking, however, and the next step is voting for the top 10, which continues here (http://www.indiedb.com/groups/2015-indie-of-the-year-awards/top100#vote36053). Apparently they're randomly handing out free game keys to some members for simply voting, too.

(Three other roguelikes made the cut as well: ADOM, ToME 4, and UnReal World.)
Title: Re: Cogmind (now at Alpha 4b)
Post by: Tzan on December 12, 2015, 04:37:01 AM
Cool explosion!

I keep track of my hours for regular work.
But just a few weeks ago I started keeping track of dev hours too.
I'm not full time though.

Good luck with the voting.
Title: Re: Cogmind (now at Alpha 4b)
Post by: Kyzrati on December 12, 2015, 04:43:37 AM
Thanks, it was the latest explosion I added, one of my new favorites.

Dev hours are good to keep track of even if not full time, since it helps reflect on exactly how much time was put into various aspects of development (assuming you subdivide) to better help with planning for the future, and on other projects. But since you do it for work I assume you're already familiar with the various benefits.

I don't thin Cogmind really has a big enough community yet to seriously compete for the top 10 (being a popularity contest), but I'm happy with top 100 for now :)
Title: Re: Cogmind (now at Alpha 4b)
Post by: akeley on December 12, 2015, 09:18:17 AM
Congratulations on well deserved appearance in the Top 100. 

I nearly impulse-bought it few months ago - but didn`t  :(  and now 30$ seems bit excessive given the state of my finances.

However, 20$ would be more approachable - if anyone would be interested in buying the 60$ pack (three separate licenses), let me know.
Title: Re: Cogmind (now at Alpha 4b)
Post by: jim on December 12, 2015, 04:35:34 PM
Hmm, that's a thing? Sure, I'd be in on a 3-pack. Don't know why I've been shy about Cogmind's price tag - I guess years of flash sales have poisoned me.
Title: Re: Cogmind (now at Alpha 4b)
Post by: akeley on December 13, 2015, 11:13:40 AM
Grand, one more person and we`re in. Come on!
Title: Re: Cogmind (now at Alpha 4b)
Post by: Kyzrati on December 13, 2015, 11:26:54 AM
Congratulations on well deserved appearance in the Top 100. 

And thanks for considering it, you two; it'll come down in maybe another 6-10 months? (whenever I put it on Steam, which I'm now thinking I might end up doing before 1.0) Trying to build a sustainable full-time business on a niche game is quite a balancing act.
Title: Re: Cogmind (now at Alpha 4b)
Post by: Kyzrati on December 17, 2015, 02:21:58 AM
Alpha 5 is here, and with it... NEW BRANCHES! :D

Compared to previous major releases this changelog is a tiny bit shorter, but that's because much of the work is wrapped up in the branch maps, which are quite unlike anything that's been added so far, and which include plot events and new mechanics, none of which are detailed below. I do my best to keep you unspoiled whenever possible ;).

Before we get started, know that you can find a visual summary of some of the new features (= tons o' gifs) here (http://www.gridsagegames.com/forums/index.php?topic=355.0).

Also, Cogmind made the Top 100 games of the year on IndieDB last week! Voting for the Top 10 is currently in progress (http://www.indiedb.com/groups/2015-indie-of-the-year-awards/top100#vote36053).


We have three new maps in all, two of which belong to a three-map branch, Extension, which will be completed in Alpha 6. Don't worry, it's very much worth entering this branch as is, if you can find it. You've probably spotted the entrance before...

The third new map is behind that odd-looking locked door you always find in Storage, but there's no way to reach it without a special code. That code is supposed to be given to you by a random NPC in another part of the game, but that area hasn't been added yet, so you can either wait until they're added (possibly Alpha 7), or (recommended:) pretend I'm an NPC bot and let me just tell you how to get in:
So in these maps are several new NPCs (along with a familiar face), and even a way to trigger one of the world's major plot events. In terms of lore this particular event won't answer a lot of questions (probably creates more than it answers), but it does have a bearing on how the action plays out.


Rather unexpectedly, while Alpha 5 was intended to be primarily a content release, with just a few important mechanical and UI changes it turns out the entire game will have a different feel even when not experiencing the new content:
One- and two-weapon volleys didn't really change, as that would throw the whole game off since most hostiles fall into those categories, but beyond that the numbers are very different.

For many reasons high-weapon builds were never very viable. At most you'd want around 4-5 slots, and even then only for a few situations such as alternative firing options against multiple types of targets, or one-shotting Behemoths ;).

Now there's a real opportunity to build a non-suicidal super tankish Cogmind that can mow down robot armies with a huge barrage of fire. The new volley cost progression is 200 > 300 > 325 > 350 > 375 > 400. Beyond six weapons everything is still 400. It used to cost 425 to fire only three weapons, so this is obviously a game changer.

Time will tell whether or how abuseable it is, but preliminary testing says it's 1) hella fun and 2) didn't seem so overpowered that it ensured success by any measure, considering what you have to give up to attach that many weapons. Since this is Alpha we'll let it stand at that.

We will definitely see new strategies coming out of this. *raises hand*
Another game-changer, only this one on the UI side. You'll now tend to see far fewer "no free slot" messages, since attaching parts will automatically attempt to pick an existing part that is in some way inferior and replace it by first either putting it the inventory (if there's room) or dropping it to the ground. This feature works whether attaching from the ground or your inventory, so it can be a really easy way to swap in parts (especially for keyboard users) by essentially halving the number of commands required.

The system is even capable of smartly replacing Storage Units and resource containers without losing their contents. Have a damaged Hcp. Storage Unit and found a fresh one? No more inventory fumbling required, just press 'a' while standing on it and bam you're ready to go!

It will take some getting used to, but is definitely worth it :). See the end of the manual for the rules that determine what is swapped out.

Let me know if you discover any unexpected swaps, or can think of a new/better rule that might improve the system. I believe everything it does now is pretty logical. It's possible we'll introduce some options to fine tune this feature's behavior since it can be heavily preference-based in some situations, though for now you can always choose to ignore the automatic behavior by relying on the normal part swapping commands.
This one's not as big but worth mentioning for its representative value. Allied Operators giving you a robot hacking bonus brings the world another step closer to one in which you could theoretically spend much of the time playing a hacking and support role. We're not quite there yet, but with the addition of more branches and some adjustments to the hacking system I want that to become a reality. In any case, Operators now do a zillion+1 things for you. Consider using Trojan(Assimilate) to get one on your side :).

The full Alpha 5 (0.10.151217) changelog:

* NEW: Branch map "Recycling"
* NEW: Branch map "Extension"
* NEW: Branch map "(spoiler)"
* NEW: 1 major plot event
* NEW: 3 story-related NPC encounters
* NEW: 9 additional robots (excluding NPCs)
* NEW: 1 additional weapon
* NEW: Quantum Generators produce an ambient sound
* NEW: Various additional sound effects (total now at 702)
* NEW: Allied Operator hacking bonus applies to robot hacking as well
* NEW: Every Materials floor now includes a guaranteed cache of Storage Units
* NEW: Attaching parts (from ground or inventory) while slots are full attempts to smartly auto-replace parts (see manual for priorities)
* NEW: Shielding bonus from stasis traps now produces visual/sound effect akin to phase walls and remote shield generators
* NEW: Matter-specific machines release matter as they are destroyed (Matter Pump, Pressure Siphon, Matter Filter)
* NEW: Fabricators overloaded by brute force hacks have a wide EM spectrum when zapping robots, and can couple with power sources
* NEW: Firing overloaded weapons temporarily distorts the HUD, with a greater effect for higher level weapons
* NEW: Keyboard running stops for adjacent doors, corners, and corridors when moving cardinally
* NEW: Score sheet includes breakdown of bonus point sources
* MOD: Vastly reduced time cost of large volleys (fire 5-10 weapons in less time than originally required by 3!)
* MOD: Alert(Purge) effectiveness halved!
* MOD: Lrg./Hcp. Storage Unit mass increased, making them less weight efficient as an alternative to increasing their size
* MOD: Threat-priority targeting preference option's accuracy improved
* MOD: Tweaked resistances of some props, including special/locked doors
* MOD: Barriers (brighter walls) take half damage from all AOE effects
* MOD: EM damage to regular walls and doors halved; doubled against phasewalls
* MOD: AI no longer attacks disrupted or disabled robots
* MOD: Beamcasters (used by Derelict Thugs) have a new sound effect, and alternate faster animation
* MOD: Buffed Rocket Arrays and Scatter Rocket Arrays
* MOD: Allies wandering around your position will step on nearby known traps less often, when possible
* MOD: Non-combat robots no longer trigger responses from hidden doors
* MOD: K-01 Serfs no longer clean disabled machines
* MOD: Removed chance of standard doors with nothing on the other side once opened
* MOD: Allied Operator hacking bonus applies to all machines, not just terminals
* MOD: Allied Operator hacking bonus only given for those within 20 spaces (direct range, LOS not required)
* MOD: Minimum volley duration set at 100 time units, regardless of individual or cumulative weapon delay modifiers
* MOD: Storage Units immune to severing by slashing weapons
* MOD: Engineers rebuild damaged Sentry/Behemoth cubbies rather than fill them in
* MOD: Critical damage multiplier against armor reduced from x2.00 to x1.25
* MOD: Item selection for dropping due to inventory overflow is now random, rather than based on internal list order
* MOD: Auto-ascend option will pass stairs without ascending if auto-pathing to another destination via mouse
* MOD: Updated a couple manual and context help entries
* MOD: Increased bonus points for a win
* FIX: Stairs might rarely be found in narrow corridors [zxc]
* FIX: Propulsion batch cycling via ';' was overloading propulsion where applicable rather than deactivating it [zxc]
* FIX: Couldn't fly over inactive non-rewireable robots [zxc]
* FIX: Inactive robot encounter in Storage (and a similar more rare encounter) broken in Alpha 4; robots were becoming unpowered [MJWkr]
* FIX: Crash on attempting to mine beyond the edge of a map [MJWkr]
* FIX: Rare crash on entering Mines with cursor over map in which path locations from previous map are no longer valid [SquigglyJ]
* FIX: Rare crash when aiming at a target and unable to retrieve volley recoil data because a weapon was suddenly destroyed [karlnp, Enno]
* FIX: Swapping out of extended log or calc windows while readout sfx in progress continued looping until same sound played elsewhere [Star Weaver, zxc]
* FIX: Rare crash when system corruption triggers a trap against a robot which immediately evades the effects via thrusters
* FIX: Potential crash on some ambush traps releasing melee robots
* FIX: Allied Protector class robots were always appearing red in allies list, even when capable of carrying out their role
* FIX: Out-of-sight projectiles within audible range were playing at slightly louder volume than intended
* FIX: Automated output of squad enumeration hacks produced typos due to the Alpha 4 plurality improvements
* FIX: Scroll buttons for gallery and supporter pages stopped working (broken by Alpha 2's support for left-click exiting of modal windows)

(As usual, if you haven't already, remember to use the form linked in your original download email to provide the name you want to use in game. Attribution/names are added with each major release.)
Title: Re: Cogmind (now at Alpha 5b)
Post by: Kyzrati on December 22, 2015, 07:00:16 AM
Yet another minor version release :D

The aim of this one isn't fixes, however, which could've waited, but instead some cool new UI features:


This takes the auto-replace feature in Alpha 5 one step further, as pictured. Moreover, it also applies to simply picking up items--they'll now replace applicable items occupying a full inventory (following the same rules).

I was playing around with Alpha 5 making a few early improvements based on my experiences, and decided there was no reason to sit on such useful features until Alpha 6, so here they are!

The full Alpha 5c (0.10.151222) changelog:

* NEW: 5 new power sources
* NEW: Auto-replaced attached items that cannot be moved to the inventory (full) will use the same auto-replacement rules to attempt to displace an even worse third item (in inventory) if applicable
* NEW: Picking up items with full inventory attempts to auto-replace a worse item using same rules as attached part auto-replacement
* NEW: Powerful new Trojan hack (secret)
* MOD: Brawler/Behemoth class robots power sources changed
* FIX: New Alpha 5 bonus score system broke the win point formula [Decker]
* FIX: Score sheet combat kill streak count could exceed combined combat/non-combat value [zxc]
* FIX: Attempting to auto-replace with a multi-slot part wasn't fully blocked as intended, letting the action reach a half-completed state
* FIX: Auto-replacement mechanism ignores unidentified items for purposes of checking utility effect replacement priority

Note: Saves are not compatible, because I added some new items, but despite the changes, technically seeds are compatible across Alpha 5/5b/5c.
Title: Re: Cogmind (now at Alpha 5c)
Post by: Kyzrati on January 12, 2016, 02:57:04 AM
New article: An Alternative UI? (http://www.gridsagegames.com/blog/2016/01/alternative-ui/) - The history behind Cogmind's 4:3 UI, and considering whether and how to provide a separate layout for smaller screens.

Title: Re: Cogmind (now at Alpha 5c)
Post by: Kyzrati on January 19, 2016, 02:43:22 AM
Since the last release Cogmind has made a number of those Top Games of 2015/2016 lists that pop up around the turn of the year, keeping sales rolling along at a minimal pace, just enough to support perpetual development for now ;D.

Once again, my thanks goes out to everyone for your support, since you're all an important factor in making Cogmind the best it can be.

And with that I bring you ALPHA 6!

For the full release notes containing plenty more detail about the content and mechanics of this release, see here (http://www.gridsagegames.com/forums/index.php?topic=391.0).

Alpha 6 (0.10.160119) changelog:

* NEW: Branch map "Archives"
* NEW: Branch map "Hub_04(d)"
* NEW: 1 major plot event
* NEW: 1 more story-related NPC encounter
* NEW: 3 new NPCs (unique robot classes)
* NEW: 1 new prototype robot
* NEW: 2 new weapons
* NEW: 2 new terminal records
* NEW: New Trojan hack (secret)
* NEW: Various additional sound effects (total now at 711)
* NEW: Fourth way to enable access to final lift to surface
* NEW: Removal/replacement of attached processors and hackware destroys them, with unique UI animation/sfx
* NEW: Destroy-on-removal parts marked with a dark colon in parts list
* NEW: Drag-dropping a destroy-on-removal part from the attached parts list shows in red rather than white, to indicate it will be destroyed
* NEW: Disarmed combat robots shown at half brightness
* NEW: All Field Recycling Units vastly improved with new behavior, acting as "vacuums" that convert salvage to matter over time
* NEW: HUD matter readout displays Field Recycling Unit scrap storage and distribution rate when applicable
* NEW: Interactive machines may be embedded in walls
* NEW: Firing weapons in non-reinforced environments may cause cave-ins, where the chance depends on the class of weapon
* NEW: Mouse players can left-click on a wall to enter fire mode (so that force-attacking can be achieved without the keyboard at all)
* NEW: Manual entry of hacking commands is case-insensitive (including both the command itself and any optional arguments)
* NEW: Schematics and analyses already obtained are grayed out when hacking terminals
* NEW: Flying Cogminds can force-attack (Ctrl-Shift) adjacent robots to ram them when unarmed, rather than flying overhead
* NEW: New font size, 8, enabling 640x480p UI (purely for fun, was easy to add)
* MOD: Many propulsion stat values reworked!
* MOD: Simplified propulsion mechanics and all known calculation oddities at very high speeds and overweight situations ironed out
* MOD: Ground-based propulsion (wheels/legs/treads) no longer slows with each additional module
* MOD: Airborne propulsion (hover/flight) no longer has a per-part limit on max speed (is type-based)
* MOD: As a side effect of propulsion changes, most hostiles slightly slower
* MOD: Wheels have an advantage now, but still suffer from low integrity
* MOD: Backup Propulsion I/III/VII nerfed
* MOD: Tread recoil dampening effect reduced to 1 per active tread slot
* MOD: Hunter-class Slayer/Assassin/Terminator variants' firepower reduced
* MOD: Reactive armors reduced in size; mass significantly increased to compensate
* MOD: Removed Fabricators from Materials floors
* MOD: Interactive machine placement weights use unique values for each machine, causing some to be more likely, or only, found in rooms
* MOD: Complex 0b10 rooms are slightly less likely to be empty
* MOD: Complex 0b10 contains more interactive machines, especially terminals, in Factory and Research floors
* MOD: Non-combat robots no longer allowed to spawn in hidden corridors used by combat robots
* MOD: Cave-ins caused by explosions are postponed for one or more turns after the explosion occurs, and are also more common
* MOD: Explosions, especially more powerful ones, are more likely to cause cave-ins
* MOD: "Go naked" command (Shift-Alt-q) switched to Shift-Alt-p, to avoid conflicts with non-Windows OS commands
* MOD: Removed item "durability" stat; all slots have equivalent coverage for purposes of determining impact damage location
* MOD: Removed system familiarity mechanic for both machine and robot hacking
* MOD: Removed Footprint Analyzers and System Mapper hackware
* MOD: Spectral Analyzer energy upkeep dropped to 0
* MOD: All processor mass dropped to 0 (44 parts including all interpreters, analyzers, targeting computers, etc.)
* MOD: All processor and hackware coverage dropped by 88%
* MOD: Better hackware is available earlier, and also more consistently from Operators
* MOD: Merged both offensive hackware types (strength/tunneling) into a single type, where base type = Hacking Suite
* MOD: Merged all three defensive hackware types (stealth/evasion/defense) into a single type (base type = System Shield)
* MOD: Condensed 20 hackware parts into a new set of 12
* MOD: Removed terminal trace reset mechanic, and terminals no longer immediately test detection/tracing on reconnect (only after hacking)
* MOD: Active terminal info shows trace progress instead of countdown
* MOD: Manual updated to reflect all changes to propulsion, hacking, hackware, processors
* MOD: Processors and hackware immune to rejection due to system corruption
* MOD: Repair Stations can no longer repair processors or hackware if already attached
* MOD: Manual hacking buffer removes earlier matching entries when a new command is entered (previously only removed consecutive entries)
* MOD: Removed upkeep for malfunction blockers (e.g. Error Protection Suite), instead having it consume 20 matter on effect (if available)
* MOD: Running via keyboard stops on stairs rather than ascending (regardless of auto-ascend setting)
* MOD: Line-of-fire color no longer considers friend/foe relationship, just pure obstruction
* MOD: Datajacks and Stasis Projectors no longer display projectile/hit data in info window (no meaning since based on special effects)
* MOD: Field Recycling Units reduced to 1 slot, are heavier, and have both active heat and energy requirements
* MOD: Particle Gun (G-47 Trooper armament) stats adjusted: shorter range, lower energy cost, higher heat, greater damage range
* MOD: Removed Hcp. Storage Units, and mass of Lrg. units increase to 16 (+2)
* MOD: Further improved effect of Launcher Guidance Computers
* MOD: Hostile Grunt, Sentry, Specialist, and Programmer variants have better heat management
* FIX: Crash when an assimilated Spotter explored to the edge of the known map [zill]
* FIX: Crash on simultaneously destroying an entire array of ambush traps [Decker]
* FIX: Signal Interpreter secondary effect description did not clearly indicate adjacency requirement for identifying exits [Sherlockkat]
* FIX: Repair Station failure to repair an attached part which was broken in the process was not reflected in parts list [MJWkr]
* FIX: Broken power sources continued contributing to energy storage capacity [greymedicine]
* FIX: Alert(Check)-reported security level suffix was always 'Z', not A~Z as intended (to reflect progression towards next alert status)
* FIX: Art for Imp. Fusion Compressor contained a few miscolored glyphs
* FIX: Multi-tile doors played opening sound for every move along/through them, if move commands entered slowly
Title: Re: Cogmind (now at Alpha 6)
Post by: Kyzrati on February 02, 2016, 02:25:27 AM
New article: Designing Cogmind’s World Map (http://www.gridsagegames.com/blog/2016/02/designing-cogminds-world-map/) - Reviewing the design of Cogmind's world map, and related mechanics.

Title: Re: Cogmind (now at Alpha 6)
Post by: Kyzrati on February 23, 2016, 02:15:17 AM
New article: Dialogue UI (http://www.gridsagegames.com/blog/2016/02/dialogue-ui/) - Examining the respective purposes and design of Cogmind's three forms of dialogue-related UI features.

Title: Re: Cogmind (now at Alpha 6)
Post by: Kyzrati on March 15, 2016, 02:33:48 AM
New article: Generating and Populating Caves (http://www.gridsagegames.com/blog/2016/03/generating-populating-caves/) - Explaining the creation of Cogmind's cave maps, with a special focus on the process used to integrate prefabs.

Title: Re: Cogmind (now at Alpha 6)
Post by: Kyzrati on March 23, 2016, 02:23:53 AM
Alpha 7!

For the full release notes containing plenty more detail about the content and mechanics of this release, see here (http://www.gridsagegames.com/forums/index.php?topic=430.0).

The full Alpha 7 (0.10.160323) changelog:

* NEW: Branch maps "Lower Caves"
* NEW: Branch maps "Upper Caves"
* NEW: Branch maps "Proximity Caves"
* NEW: Branch map "[redacted]"
* NEW: World Map! (Backspace/F9/new "MAP" button) (examine your route, and possibly learn layout in advance)
* NEW: Score sheet contains list of complete route taken through the world, by depth and map
* NEW: New category of interactive machines: Derelict terminals
* NEW: More lore to uncover in dozens of terminal records
* NEW: Learn many forms of intel about areas before visiting them, including depth, zone layouts, trap/machine/guard locations and more
* NEW: New special item type akin to Data Cores: Derelict Logs (effect unrelated, though they are similarly auto-collected)
* NEW: New Trojan hack (secret)
* NEW: Some Trojans and brute force hacks can now be learned via in-game/in-theme methods, as can the access code to Recycling
* NEW: 1 new prototype robot
* NEW: 4 new Derelicts
* NEW: Several new types of drone bays, with corresponding unique drones
* NEW: A dozen new rare parts
* NEW: First alien artifact!
* NEW: A couple dozen more encounter types
* NEW: One more story-related major NPC encounter (new NPC robot class)
* NEW: Target robot system corruption increases chance of hacking success (+X/3%)
* NEW: Minor NPC dialogue now animates over the map itself, color-coded by relation w/speaker
* NEW: Scene descriptions no longer confined to the log, shown as cyan messages over the map
* NEW: Mouse users can pan map by holding Shift and simply moving cursor
* NEW: Stockpile intel from terminal hacks also provides item-specific map labels on request
* NEW: Attempting to move while severely overweight will give a warning before the first such move in a while
* NEW: Four new size 12 font options (720p): "Tall", "Smallcaps", "Fuzzy", "Tallcaps" (8 total options at that size now)
* NEW: Smallcaps typeface manually scaled to 8 additional sizes in three variants (Cogmind includes over 100 font bitmaps now)
* NEW: Second variant of the 14/Terminus font, crisper with some glow to it
* NEW: Initial tutorial messages include a notice about changing the text font
* NEW: 24 more score sheet entries (total = 434)
* NEW: Added Ctrl-PrtScn as duplicate command for PrtScn, for players with PrtScn already assigned to an external program
* NEW: More Recycling Unit features, including component storage and hack or shoot to retrieve stored components
* NEW: Mining Claw may on rare occasions rip parts from target and put them directly into your inventory (or drop if space insufficient)
* NEW: All hover propulsion gives a +5% to dodge when not overweight or in stasis (e.g., hover now has half the flight bonus)
* NEW: All supporter names registered since Alpha 6 added to in-game list (see Credits menu)
* NEW: All item-attribution names registered since Alpha 6 added to the item collection gallery
* MOD: Hunter armament buffed--they're scary again
* MOD: Nerfed high-level Targeting Computers, Melee Analysis Suites, Target Analyzers (too easy to stack now); buffed entry-level variants
* MOD: Nerfed high-level Sensor Array and Terrain Scanner ranges; buffed entry-level variants; all energy costs slightly lowered
* MOD: Coverage of all Storage Units halved
* MOD: Drone Bay integrity and coverage tweaked, now doubles as makeshift armor
* MOD: Exp. Signal Interpreters now more capable than Advanced variant
* MOD: Adv. Signal Interpreters can no longer detect H-88 Terminators (requires Exp. level)
* MOD: Momentum damage modifier cap for melee attacks doubled from 20%/40% to 40%/80% (non-piercing/piercing)
* MOD: Dormant, unpowered, disabled, and broken robots outside view can now only be discerned by Exp. Signal Interpreters
* MOD: Default font changed from "Cogmind" to "Smallcaps" w/glow variants (former renamed to "Cog")
* MOD: Shift-LMB to center map on cursor position works, but is now an undocumented command
* MOD: Inventory displays item sprites rather than ASCII when in sprite mode
* MOD: Intel overlays for stockpiles display item sprites rather than ASCII when in sprite mode
* MOD: Effects of Maneuvering Thrusters and Reaction Control Systems do not apply when overweight
* MOD: Behemoth core exposure reduced by 5%
* MOD: 50% increase to effect on alert level from destroying or jamming a garrison access point
* MOD: Improved visibility of projectile count on info page for multi-projectile weapons (was easy to overlook)
* MOD: Ramming non-combat robots counts as an aggressive action and they'll now flee and send out distress calls as with regular attacks
* MOD: Machine serials that used unique letters derived from the current map name now always use the first letter of that name (cosmetic)
* MOD: Garrison Access terminal seal animation improved (also fixed issue where it might not finish playing on slow machines)
* MOD: Size 10 font "All Caps" renamed to "Smallcaps"
* MOD: Some glyphs in all Terminus fonts modified
* MOD: Terminus (non-bold) fonts given a faint glow at sizes 18, 20
* MOD: Added slight anti-aliasing to 12/Terminus font to further improve readability (especially on smaller screens)
* MOD: Help screen commands for keyboard control of allies more clearly indicates how to enter required mode
* MOD: Drone Bay ASCII art tweaked
* FIX: Crash on Tab-cycling targets after causing time to pass by swapping parts before original target destroyed by another actor without having exited look/fire mode [Sylverone]
* FIX: Score sheet missing Garrison Status hack tally, throwing off the dozen hacks listed after where it should be [zxc]
* FIX: Score sheet recorded turns spent in Hub_04(d) to Armory [Sherlockkat]
* FIX: Score total for prototype IDs didn't account for those learned via hacking or Component Analysis Suites [Enno]
* FIX: Jamming a Garrison Access point via brute force hacking now applies same Programmer dispatch reduction as sealing/destroying it
* FIX: Crash on replacement of attached Processors or Hackware direct from ground while inventory full
* FIX: Basic/Imp. Signal Interpreter indicators remained on map even in view if moving multiple spaces per turn
* FIX: Overlapping simultaneous explosions could not affect the same robot more than once (Gamma Bomb Arrays etc. will be more effective now)
* FIX: Hunters could no longer track targets through walls (Alpha 6 regression)
* FIX: EMDS missing projectile name in penetration message text
* FIX: Toggling sprite/ASCII modes from the option menu (instead of via hotkey) didn't update previously seen areas until seen again
* FIX: Fullscreen successful win animation might not play out on slow machines
* FIX: Botnet trojan success text used incorrect plurality when value is 1
* FIX: Typo in new offensive hackware effect description
* FIX: 20/Terminus text font missing integrity block glyph
* FIX: Size 8 mini font wasn't grayed out in the option menu's font list while tileset active
* FIX: One line-junction glyph in the size 8 mini CP437 font misaligned
Title: Re: Cogmind (now at Alpha 7b)
Post by: Kyzrati on April 13, 2016, 02:34:42 PM
New Article: FOV Aesthetics (http://www.gridsagegames.com/blog/2016/04/fov-aesthetics/) - Exploring the design and techniques behind different FOV display methods, including the appearance of everything outside the FOV.

Title: Re: Cogmind (now at Alpha 7b)
Post by: Kyzrati on April 27, 2016, 02:36:34 AM
Cogmind is @ Alpha 8 :D

For the full release notes with extra detail and an introduction to what this release is all about, see here (http://www.gridsagegames.com/forums/index.php?topic=456.0).

In short, the focus of this release was finishing off the bulk of the cave areas, which meant further fleshing out the lore and plot elements. Go meet new friends :)

The full Alpha 8 (0.10.160427) changelog:

* NEW: Branch map "Zion"
* NEW: Branch map "[redacted]"
* NEW: 3 new alien artifacts
* NEW: 4 new major NPCs (unique robot classes)
* NEW: 1 more plot-related NPC encounter
* NEW: 1 unique weapon (completely different mechanics)
* NEW: 28 new items
* NEW: Several new common robot classes
* NEW: More lore to uncover in dozens of terminal records
* NEW: Hundreds of lines of minor NPC dialogue covering lore, plot, and in-theme tips
* NEW: Greater variety of cave encounters
* NEW: Experimental map-wide ambient sound in caves (on by default, deactivate via "locale" audio setting in options)
* NEW: Robot analysis benefits include a -5% hit modifier for those attackers (i.e. easier to dodge them)
* NEW: Robot analysis benefits included among full-detail calculations output
* NEW: Real-time FOV updating as obstructions are destroyed (optional)
* NEW: FOV changes revealed via fade-in (optional)
* NEW: Brighten and color known areas outside FOV by holding '`' (undocumented command)
* NEW: Part/inventory data visualization now includes relative mass mode (toggle via integrity 'w' command/button)
* NEW: 6 more machine types unique to -1/Access (some of them go BOOM)
* NEW: 5 more Trojan hacks
* NEW: Capable drones share terrain scanning data with Cogmind
* NEW: Robots with unspoken dialogue requiring bump-to-talk marked by blinking '?' (or by unique background color if motion trails inactive)
* NEW: Score sheet records total number of actions taken
* NEW: All supporter names registered since Alpha 7 added to in-game list (see Credits menu)
* NEW: All item-attribution names registered since Alpha 7 added to the item collection gallery
* MOD: Main Access Shell behavior changed for non-combat approaches
* MOD: Decomposers no longer break down matter, work slower in general, and are confined to smaller areas
* MOD: Derelict workers and recyclers destroyed in caves no longer have self-destruct mechanism on salvageable parts
* MOD: Derelict recyclers no longer collect matter or data logs
* MOD: Fire traps cause a greater heat surge in victim
* MOD: Relative encounter/prefab weights tweaked across all maps
* MOD: -1/Access has fewer empty rooms
* MOD: Operators no longer stationed at terminals that can be hacked to open a door
* MOD: Increased effect of Spotters (e.g. in areas like Recycling)
* MOD: Fabricated robots no longer leave salvageable parts (but still drop matter salvage)
* MOD: Derelict component schematics no longer accessible at 0b10 terminals via manual hacks
* MOD: Hackable (orange) blast doors immune to critical hit instant destruction effect
* MOD: Broadcast Trojan message uses different color and formatting
* MOD: Scan window unspoken dialogue indicator uses '?' rather than '!' (further differentiated from hostile spotted indicator)
* MOD: Context help for critical strike makes explicit mention of effect against props
* MOD: Dialogue triggered by robot entering view happens immediately regardless of player speed
* MOD: Gallery collection percent is now animated
* MOD: Optimized AI initialization to avoid the short pause during first turns in large maps like Factory
* FIX: Crash on opening data for remaining piece of interactive machine after destroying its interactive piece [Enno, Happylisk]
* FIX: Crash on triggering a fire trap with no occupant at that location (e.g. dodged or remote triggered) [Sherlockkat]
* FIX: One of the Extension exits inaccessible via auto-ascend (required manual key/mouse command) [Shobalk]
* FIX: Extra '0' shown at the bottom of score sheet's turn count list [Sherlockkat]
* FIX: In rare cases the only cave exit could be rendered inaccessible by earth collapsing directly on top of it [Sherlockkat]
* FIX: Experimental Hacking Suites and System Shields weren't classified as prototypes [Decker]
* FIX: Unique manual hacks used on the wrong target still counted against their usage limit [Decker]
* FIX: Recyclers weren't dropping entire inventory contents when destroyed
* FIX: Mechanic repairs to attached parts didn't update the integrity indicator in Cogmind's part list
* FIX: Fire trap heat transfer mechanic was activating for adjacent positions, but not the origin
* FIX: Derelict-installed traps in caves rigged to trigger on the wrong faction (intended to be friendly)
* FIX: Self-destruct Interrupters (new in Alpha 7) were auto-activating and running out of power (so no one's ever seen one :P)
* FIX: Log message output for pre-learned machine locations reversed inteactive/non-interactive designations
* FIX: Weapon info projectile count indicator added for Alpha 7 wasn't displaying
Title: Re: Cogmind (now at Alpha 8)
Post by: Kyzrati on May 11, 2016, 12:49:51 AM
New Article: Fabrication (http://www.gridsagegames.com/blog/2016/05/fabrication/) - The how and why of the new fabrication mechanics, greatly simplifying the robot and part construction process..

Title: Re: Cogmind (now at Alpha 8)
Post by: Kyzrati on May 17, 2016, 02:13:54 AM
New Article: Cogmind, 1 Year of Alphas (http://www.gridsagegames.com/blog/2016/05/cogmind-1-year-alphas/) - A summary of Cogmind's first year of sales, including basic player and revenue data, a breakdown of development time, and a quick look at the rest of 2016.

Title: Re: Cogmind (now at Alpha 8)
Post by: Kyzrati on May 19, 2016, 12:32:43 AM
Cogmind Alpha 1-Year Anniversary!

Today marks the end of Cogmind's first year of Alpha Access. And that's pretty much the only thing it's the "end" of since we're still chugging along and releases are continuing all the same.

To celebrate, for now I've added a new $24.99 no-perk tier to the buy page (http://www.gridsagegames.com/cogmind/buy.html). I'm curious if this will spur any more sales, and as development moves into late-game content, it's about time to occasionally make this offer available.

The website (http://www.gridsagegames.com/cogmind/) has also just been updated, with lots of adjustments to the text, revamped screenshots, and a completed set of over 100 UI preview images (http://www.gridsagegames.com/cogmind/ui_preview.html) in different fonts and sizes. The website hadn't been updated nearly at all for the past year, so it was about time to do that :)

Unfortunately the website is mostly screenshot-based, so I won't be including this destructive bad boy I recently put together:
Title: Re: Cogmind (now at Alpha 8)
Post by: Kyzrati on June 08, 2016, 12:35:22 AM
Alpha 9 is ready!

For the full release notes with extra detail and an introduction to what this release is all about, see here (http://www.gridsagegames.com/forums/index.php?topic=494.0).

In short, this is huge lore release #2, features some epic battles, and you can more easily build allies :D

The full Alpha 9 (0.10.160608) changelog:

* NEW: Branch map "Warlord"
* NEW: 9 special-purpose robot classes (8 with new art)
* NEW: 2 new NPCs (unique robot classes)
* NEW: 2 major plot events
* NEW: A central matter distribution network (allocated per map) supplies matter to Fabricators (no Matter Storage Units required)
* NEW: All Fabricators have a Network(Report) function to hack
* NEW: Disabling matter-related machines (those that spill matter on destruction) reduces local matter stores
* NEW: 3 more Trojan hacks (secret)
* NEW: 8 new non-interactive machines (2 explosive)
* NEW: Fabricators are also used by 0b10 robots for several purposes
* NEW: Fabricators and Repair Stations display on-map timer while processing
* NEW: Score sheet lists everything fabricated, and where
* NEW: Eighth damage type (secret), with new unstable weapon mechanic
* NEW: 10 new items
* NEW: More lore to uncover in dozens of terminal records
* NEW: Hundreds of lines of minor NPC dialogue covering lore, plot, and in-theme tips
* NEW: All unauthorized hacks (Trojans/brute force) can be learned/discovered in game
* NEW: +10% to hit immobile targets (includes disabled robots, as well as stationary non-robot targets)
* NEW: -20% to hit per "dynamic obstruction" (e.g. robot) between self and target
* NEW: Extension transfer network will respond to a persistent threat (e.g. those of you repeatedly intercepting Haulers)
* NEW: Investigation dispatches now reported to the log, as are reinforcements dispatched to aid busy engineers that come under attack
* NEW: Score sheet records exits discovered in each area (those with unknown destination appear in brackets; those approached marked with *)
* NEW: Explosions cause UI instability effect, varying by power and distance (optional, controlled by existing screenshake setting)
* NEW: Autosort parts list by subtype with a single command ( : )
* NEW: Deactivate part-sorting for weapons with new cogmind.cfg entry: partSortIgnoresWeapons
* NEW: Removal/replacement of processors and hackware (destroy-on-remove) parts requires confirmation
* NEW: Self-destruct by keyboard (Alt-F10) requires confirmation
* NEW: Resource (energy/matter) insufficiency messages for any action indicate the required amount
* NEW: Active Order/Intel modes have on-map reminder at top while using keyboard-based interface
* NEW: Inventory contents factor into score sheet "peak state" at a reduced value (10%); are also listed
* NEW: All supporter names registered since Alpha 8 added to in-game list (see Credits menu)
* NEW: All item-attribution names registered since Alpha 8 added to the item collection gallery
* MOD: Schematics enable construction at any Fabricator, regardless of tier (schematic info window displays time cost for each tier)
* MOD: All fabrication matter/time costs adjusted (Fabricator tier now a factor in the latter)
* MOD: Base chance of successful schematic loading at a Fabricator raised from 70% to 90%
* MOD: Removed Repair Station restrictions on part rating
* MOD: All repair time costs adjusted (repair station tier now a factor)
* MOD: Removed Scanalyzer restrictions on part rating
* MOD: High-tier Scanalyzers less likely to break parts or require repeat scans
* MOD: Reduced chance of investigation squads composed of Hunters, especially in late game
* MOD: Broadcast Trojan only needs to be installed once to take effect on all matching machines across floor
* MOD: Zhirov artifact analysis terminals moved into the rooms for their respective artifacts
* MOD: Manual and terminal record text updated to reflect new systems
* MOD: Robots less likely to immediately finish off disarmed hostiles instead of attacking more dangerous targets
* MOD: Reduced Mni. Drone Bay drone count to 3, changed art
* MOD: Removed matter cost (1) from Impact Mace/Kinetic Spear/Plasma Lance attacks
* MOD: Effect of mass support utilities reduced
* MOD: Stats for all flight and hover propulsion adjusted (see release notes)
* MOD: Doubled effect of Hub Network destruction
* MOD: All Behemoth/Marauder variants immune to critical hits, and the effects of Core Analyzers
* MOD: Neutral robots local to Caves now in various states of disrepair
* MOD: Neutral 0b10 robots more reponsive to being under fire, consider any damage an attack, even if not the intended target
* MOD: All Recycling Unit hacks are easier
* MOD: Renamed "Index(Repair Units)" hack command to "Index(Repair Stations)" for consistency
* MOD: Nearby Compactor attacks cause console window vibrations rather than screenshake
* MOD: ECM effect values in parts list info mode match those used in item description
* MOD: Swapped weapons and utilities inventory type-sorting order for consistency with parts list categories
* MOD: Motion Trail Duration option defaults to 2000ms rather than 0 (off)
* MOD: Better differentiated 'A'/'R' and 'H'/'K' pairs in all 17 variants of Smallcaps typeface
* MOD: Non-flying robots trying to get at player through a door less likely to be able to squeeze/jump past
* MOD: Seeds are no longer case sensitive
* MOD: Reformatted "weaknesses identified" text following analysis appended to robot info
* MOD: Score sheet Inventory list merged with Parts list, includes slot count
* MOD: Score sheet Parts/Inventory lists sorted
* FIX: Crash on accessing a rare category of Zion dialogue (fixed in earlier stealth update, credited here: [Sherlockkat])
* FIX: Continuous UI border effects like glow for critical core could prevent inventory drag-drop interaction [seafrank]
* FIX: Typos in "Epsilon Eridani System" and "Dirty Bomb Trap" terminal records [biomatter]
* FIX: One cave cache not fully embedded into walls [biomatter]
* FIX: Hunter analysis text referred to older variant loadouts [biomatter]
* FIX: EM disruption effect against robot cores (temporary deactivation) lasting far longer than intended
* FIX: Robot analysis hit/evasion bonuses didn't match stated 5% value (were significantly higher)
* FIX: Maneuvering Thruster and Reaction Control System effects not factored into melee defense calculations (regression)
* FIX: Prototype ID hack results not properly limited to standard Complex 0b10 prototypes
* FIX: Self-destructing part sfx could be heard anywhere on the map, regardless of player location
* FIX: Explosions completely out of view could not be heard, even if still within audible range
* FIX: Theoretical crash when displaying multiple simultaneously active Stasis Beam effects (not possible under normal play yet)
* FIX: Theoretical crash when accessing previous manual hacking buffer entry under a specific situation
* FIX: Manually changing .cfg-listed font to a non-existent typeface would reset it to another outdated now-invalid typeface
* FIX: "Power Chain Reactions" weren't tallied for score sheet, despite being listed
Title: Re: Cogmind (now at Alpha 9)
Post by: Kyzrati on June 14, 2016, 01:14:53 AM
New article: Iterative UI Design (http://www.gridsagegames.com/blog/2016/06/iterative-ui-design/) - Reviewing the entire process of developing the item-sorting animation, and the reasons behind important decisions along the way.

Title: Re: Cogmind (now at Alpha 9)
Post by: Aleksanderus on June 15, 2016, 08:02:02 AM
I like the explosions in this game! I rate it 9/11
Title: Re: Cogmind (now at Alpha 9)
Post by: Kyzrati on June 15, 2016, 08:09:50 AM
It's really just Roguelike Explosion Simulator 2016 :P
Title: Re: Cogmind (now at Alpha 9)
Post by: Krice on June 15, 2016, 10:29:23 AM
I hope you don't mind, but in my opinion that font is not really the best you could get. I know it's stylish, but making it blocky makes some letters hard to read. I think it's important to make letters easy to spot no matter what the style of font is.
Title: Re: Cogmind (now at Alpha 9)
Post by: Kyzrati on June 15, 2016, 11:16:46 AM
Got it covered--Cogmind comes with over 100 hand-made font bitmaps (http://www.gridsagegames.com/cogmind/ui_preview.html) :D (that is a portion of them)

Some people like different styles, so I try to accommodate as many as possible. (That said, the majority now prefer that smallcaps font, which is why it's the default setting; Terminus is in second place.)
Title: Re: Cogmind (now at Alpha 9)
Post by: Aleksanderus on June 15, 2016, 11:31:41 AM
It's really just Roguelike Explosion Simulator 2016 :P
Now you only need to add planes and skyscrapers and this will be Roguelike Terrorist Plane Simulator 2016!
Title: Re: Cogmind (now at Alpha 9)
Post by: Lord_Mork on June 15, 2016, 04:13:50 PM
It's really just Roguelike Explosion Simulator 2016 :P
Now you only need to add planes and skyscrapers and this will be Roguelike Terrorist Plane Simulator 2016!

And am I correct in guessing that it'll be the long-awaited sequel to "Roguelike Terrorist Plane Simulator 2001"?
Title: Re: Cogmind (now at Alpha 9)
Post by: Aleksanderus on June 15, 2016, 04:41:53 PM
It's really just Roguelike Explosion Simulator 2016 :P
Now you only need to add planes and skyscrapers and this will be Roguelike Terrorist Plane Simulator 2016!

And am I correct in guessing that it'll be the long-awaited sequel to "Roguelike Terrorist Plane Simulator 2001"?
No but I'm planning to do Terrorist Simulator: Allahu Akbar Edition.

Here's the intro: https://youtu.be/LyhypI6kEQY
Title: Re: Cogmind (now at Alpha 9)
Post by: Kyzrati on June 30, 2016, 03:14:33 AM
New article: Inventory Management, Revisited (http://www.gridsagegames.com/blog/2016/06/inventory-management-revisited/) - A closer look at the growing number of advanced UI features aimed at facilitating inventory and equipment management in Cogmind.

Title: Re: Cogmind (now at Alpha 9)
Post by: Kyzrati on July 27, 2016, 12:42:21 AM
New article: Tutorials and Help: Easing Players into the Game (http://www.gridsagegames.com/blog/2016/07/tutorials-help/) - A breakdown of Cogmind's tutorial, together with discussion and analysis of other help features for input, mechanics, and strategies.

Title: Re: Cogmind (now at Alpha 9)
Post by: Kyzrati on August 09, 2016, 01:27:04 AM
Alpha 10 is now out!

For the full release notes with extra detail and an introduction to what this release is all about, see here (http://www.gridsagegames.com/forums/index.php?topic=533.0).

The biggest single additions are the new maps and an interface for reviewing collected lore across multiple runs.

The full Alpha 10 (0.10.160809) changelog:

* NEW: Branch map "Armory"
* NEW: Branch map "[redacted]"
* NEW: 2 new alien artifacts
* NEW: 9 new special items
* NEW: 1 more plot-related NPC encounter
* NEW: Two dozen more location-specific lore records
* NEW: Twice as many Assembled variants
* NEW: Assembled announce their entry with a new sound effect
* NEW: Completely new mechanic which can change the way the end game is played (any more info would spoil it)
* NEW: Unique type of interactive terminal (secret)
* NEW: Evasion status summary, replaces volley window except in firing mode (hover or press '/' for full details)
* NEW: Lore-related terminal records and dialogue remembered between runs
* NEW: Lore review interface for exploring previously discovered information (game menu 9)
* NEW: Part/inventory data visualization now includes seventh mode: "relative matter consumption" (toggle via info 'q' command/button)
* NEW: Discovered manual (randomized) hacking codes shown in new selection menu along with source and target when hacking machines/robots
* NEW: Force-trigger chute traps by using them as you would stairs
* NEW: Fabricators may have a random schematic preloaded
* NEW: Reconnecting to a Fabricator with a previous build in progress still shows name of object being fabricated
* NEW: All direct hacks that don't make sense to repeat are grayed out after successfully hacking them and reconnecting to same machine
* NEW: Several additional useful message types accompany Warlord-related plot events
* NEW: Option to invert map panning (available in options menu)
* NEW: Option to mark previously undiscovered lore directly in terminals, active by default (cogmind.cfg only: see markUndiscoveredLore)
* NEW: Part info visualization data preceded with a '+' when you have a schematic for that attached/inventory part
* NEW: Parts list autosorting further orders multiple same-type items by integrity, high to low
* NEW: Several more score sheet entries
* NEW: Score sheet inventory lists both for final parts and peak state are sorted by item type
* NEW: Hack-linking a target with a datajack reduces their accuracy by 15% on top of the existing benefits
* NEW: Hack-linked victims display glowing "(linked)" indicator in their info window, include a "(+)" in their label and scan window
* NEW: Advanced commands list explicitly specifies keys for setting guided weapon waypoints, also adding KP5 to that list
* NEW: Label Supporter Items option also indicates whether you've collected the item for your art gallery yet (see description)
* NEW: Most key commands also listed in the text manual itself, rather than only in game
* NEW: Several more tutorial messages
* NEW: Art gallery may also be scrolled via numpad
* NEW: All supporter names registered since Alpha 9 added to in-game list (see Credits menu)
* MOD: Updated robot variants with poor heat management, including Behemoths, Programmers and others, to reduce excessive overheating
* MOD: Waste somewhat less likely to contain prototypes (parts still generally out of depth, though)
* MOD: Hub_04(d) may now contain prototypes and matter among random items (originally was common items only)
* MOD: Infested traps, garrisons, etc. closer to surface include more deadly Assembled variants
* MOD: Remote Datajacks have built-in targeting assistance
* MOD: Rescaled/boosted bonus points for fast wins
* MOD: Traveling through Waste no longer has quite as significant an impact on alert level
* MOD: Tweaked alert level changes on moving to a new map; more variable and closely tied to the specific areas both exited and entered
* MOD: Item/robot schematics loaded into Fabricators remain until overwritten, allowing repeat builds without a new load hack
* MOD: Chute-chaining/farming no longer possible in Factory (only the first time each depth is visited will that area have access to Waste)
* MOD: Force of two "explosive plot events" reduced by 25% due to explosion overlap fix in Alpha 7
* MOD: Hyphen inserted into terminal-reported alert level designation to avoid misinterpretation of letters in some fonts
* MOD: Score component "Alien Tech Identified" changed to "Alien Tech Recovered" (must attach rather than simply identify)
* MOD: LMB on a hard target (robot/machine/door/wall) fires a guided weapon rather than setting another waypoint
* MOD: Refined parts list utilities auto-sorting order to better group parts with related functionality
* MOD: Manual hacking code entry can no longer be exited by clicking outside the window
* MOD: labelSupporterItems value originally in cfg file now accessible via options menu
* MOD: Part mass visualization colors switched from purple scheme to brown and yellow
* MOD: Brightened console border color effects for overheating and low core integrity
* MOD: Updated explosion damage context help to include more info from manual regarding damage spread via chunks
* MOD: Removed map dimension selection from in-game options menu (still accessible via cogmind.cfg)
* MOD: In-game supporters list change from menu 9 to 0
* FIX: Traveling through Proximity Caves recorded incorrect core integrity to score sheet [Happylisk]
* FIX: Typo in random Zion dialogue [Happylisk]
* FIX: Parts list autosorting converted reference letters to lower case in some fonts
* FIX: With square map dimensions in 4:3 mode, manually hacking a robot to far west via Remote Datajack causes partially offscreen text box
* FIX: Score sheet never fully tallied Traps Triggered
* FIX: Scan window still showed utility effect data for common parts lost from the database
* FIX: In rare cases multiple Workers actively pushing disabled robots might get stuck in a traffic jam in a narrow corridor
* FIX: Typo in score sheet for "Fabrication Network Shutdowns," name also too wide for column
Title: Re: Cogmind (now at Alpha 10)
Post by: Kyzrati on September 12, 2016, 01:14:29 PM
New article: Ability/Effect Systems and Scripted Content (http://www.gridsagegames.com/blog/2016/09/ability-effect-systems-scripted-content/) - An explanation of the architecture behind Cogmind's abilities and effects, which also tie into events. A systematic combination of hard-coding and scripts.

Title: Re: Cogmind (now at Alpha 10)
Post by: Kyzrati on September 20, 2016, 06:17:23 PM
New article: Roguelike Celebration 2016, the Experience (http://www.gridsagegames.com/blog/2016/09/roguelike-celebration-2016-experience/) - On the largest-ever roguelike gathering in history, covering what it was like both objectively and subjectively :)

Title: Re: Cogmind (now at Alpha 10)
Post by: Tzan on September 21, 2016, 03:50:20 AM
So I'm looking at this picture thinking, where is the asian guy, there isnt one.
Then I noticed the jersey.
Then I read your story about how hard it is to recognize people, so true.  :)
Title: Re: Cogmind (now at Alpha 10)
Post by: Kyzrati on September 25, 2016, 08:43:36 AM
Hehe, totally :). Certainly my case is a little more extreme given what everyone had assumed, but even then we don't normally see pictures of each other... Was fun to meet all these people in person! The others in the pic are identified here (https://www.reddit.com/r/roguelikes/comments/53oob8/a_single_group_photo_spanning_more_than_3_decades/d7v3pot). There were a couple of ethnic Asian speakers, but they weren't around when we took the pic. We did miss a number of people...

(And it took me a while to respond to this because apparently the Temple mail server is down so I wasn't receiving notifications, and I've been pretty busy this week since returning xD)
Title: Re: Cogmind (now at Alpha 10)
Post by: Tzan on September 25, 2016, 03:05:57 PM
OK I'll share, I just took this two weeks ago.
I realized the last head shot I had was from 2000.

Why so serious?
Title: Re: Cogmind (now at Alpha 10)
Post by: Kyzrati on October 11, 2016, 01:00:25 AM
Hey Tzan that's a great shot! :D

(Once again I receive no updates from Temple posts, and this didn't even pop up in my on-site unread posts notices, argh :/. Need to talk to Slash...)
Title: Re: Cogmind (now at Alpha 10)
Post by: Kyzrati on October 11, 2016, 01:18:00 AM
Alpha 11 is ready for download!

In this largest update ever we have several new areas to explore, many more unique parts and mechanics to play with, a cast of dangerous new enemies (plus some great friends), and a really useful new UI feature.

For the full release notes with extra detail and an introduction to what this release is all about, see here (http://www.gridsagegames.com/forums/index.php?topic=599.0).

The full Alpha 11 (0.10.161011) changelog:

* NEW: Branch map "Testing"
* NEW: Branch map "Quarantine"
* NEW: Branch map "[redacted]"
* NEW: 55 new items (total now at 739)
* NEW: 10 more alien artifacts
* NEW: 6 unique items
* NEW: 10 superweapons
* NEW: 13 prototype robots (including new classes)
* NEW: 1 new common robot class (2 variants)
* NEW: 1 major new NPC (unique robot class)
* NEW: 51 new machines
* NEW: Taking electromagnetic damage animates HUD window borders (scales with damage, and can be disabled via Corruption Glitches option)
* NEW: Item swap assist UI feature (Ctrl-RMB on attached or inventory item, or '/' followed by a~z/1~0)
* NEW: Part-based volley time manipulation mechanic
* NEW: Disposable heat sink/coolant injection mechanic
* NEW: Momentum boost mechanic
* NEW: Thermal cannons with a charge effect include a UI-draining animation while preparing to fire
* NEW: Access points discovered via terrain scanning, Layout(Zone) hacks, or drone spotters all now auto-labeled as if seen within FOV
* NEW: Movement blocked for a short duration after spotting a new enemy (adjustable via options menu)
* NEW: Inserting unidentified prototypes in a Scanalyzer automatically identifies them
* NEW: Equipping (or swapping in) a known faulty prototype requires confirmation
* NEW: Non-part item info includes general category description
* NEW: Non-part item info shows inventory slot count (now that some might require more than 1)
* NEW: Segregator and Tearclaws info includes explicit descriptions of their unique mechanics
* NEW: All Maneuvering Thrusters / Reaction Control Systems also provide automatic +1 to effective momentum for melee attacks and ramming
* NEW: State information available for items on the ground as well, where the info page reflects their non-functional or temporarily disabled status
* NEW: Option to completely disable manual hacking code assistance, added by request (cogmind.cfg only: see disableManualHackingHelp)
* NEW: Confirm ally command targets with KP5 or Enter (alternatives to 'o' and LMB)
* NEW: Score sheet meta data includes current lore and gallery collection percentages
* NEW: Score sheet includes breakdown of critical strikes
* NEW: Scores and basic stats from all local runs also recorded in /user/scorehistory.txt
* NEW: Tutorial message explains bump-to-talk mechanic for robots with dialogue on the first time spotted
* NEW: Messages for insufficient slots/inventory space on attaching/picking up items report size of item in question
* NEW: /user/ files (config, meta data, command buffer, save...) automatically backed up to /bak/ once per day for emergency recovery purposes
* NEW: All supporter names registered since Alpha 10 added to in-game list (see Credits menu)
* NEW: All item-attribution names registered since Alpha 10 added to the item collection gallery
* MOD: B-90 Cyclops buffed with new type of utility
* MOD: Fighter/Swordsman Duelist variants buffed with new type of utility
* MOD: Minimum volley time reduced from 100 to 25
* MOD: Increased Cold Fusion Reactor energy output
* MOD: Increased effect of Network Hub destruction by 50%
* MOD: Coolant Network dissipation effect +10 (=90), integrity +100
* MOD: Component Analysis Suite converted from duration-based to random application, effects much more frequent
* MOD: System Backup/Restoration utilities converted from duration-based to random application, effect frequency slightly increased
* MOD: Mining Laser/Welding Torch/Plasma Cutters converted from Special Weapons to Special Melee Weapons; enables bump-to-attack
* MOD: Weakened Hub_04(d) defenses
* MOD: Behemoths are more aggressive
* MOD: AI-controlled flying robots out of view can no longer jump other robots at no extra time cost (easier to shake Swarmers with a fast build)
* MOD: Lowered high-tier drone bay ratings, making them somewhat easier to fabricate
* MOD: Parts list integrity visualization always shows at least one bar, even where high-integrity parts are approaching 0
* MOD: Operators can no longer be stationed at unique named terminals
* MOD: Implicit bump-to-melee-attack works on all permanently disabled robots found in cave regions, rather than only some of them
* MOD: No warning shown when moving onto traps that will not trigger, e.g. treading into a stasis trap
* MOD: Signal Interpreters activated while adjacent to an exit can determine where it leads on the next turn without requiring a move
* MOD: State changes in sight range-modifying utilities update FOV on each new turn without requiring a move
* MOD: Garrison access points much less likely to be found near each other
* MOD: Important NPCs that follow player now stick closer by instead of running off to engage or chase down hostiles
* MOD: AI distress signals only go out to armed and active (or dormant) allies (excludes rebooting/disrupted/broken/unpowered/disarmed bots)
* MOD: Large heavy/blast door resistance against melee attacks increased
* MOD: Buffed Greatsword damage
* MOD: Falx better differentiated from Power Sword--slower but more damaging, and much higher critical chance
* MOD: Efficiency of all Thermal Generators more than doubled
* MOD: Non-resistant armors' integrity +50%
* MOD: Resistant armors' integrity +100%; also more rare
* MOD: Reflective/Insulated armors heavier
* MOD: Reactive/Reflective/Insulated armor naming scheme changed to types of "Plating"
* MOD: All part-Shielding integrity increased approximately 50%
* MOD: Stasis link color changed from green to purple to match newer stasis-related mechanics
* MOD: Stasis field strength around self/allies reported to log in dark orange instead of dark green
* MOD: Data Core description explicitly indicates base duration before expiry
* MOD: Molecular Deconstructor damage type changed to match effect description
* MOD: Cannibalization Unit effect description explicitly states that required duration is part-dependent
* MOD: Adv. Integration Mediator effect changed from -99% to -90%
* MOD: All Integration Mediators apply effect to energy costs of equip/unequip as well; also increased mass
* MOD: Sensor Array and Terrain Scanner effect descriptions explicitly state scans performed on a per-turn basis
* MOD: Zion generally contains some number of derelict logs
* MOD: Destroying unpowered and permanently broken robots no longer counts towards score/kills
* MOD: Fleeing combat robots rearmed by Mechanics will reengage hostiles immediately rather than continuing to original goal
* MOD: Evasion status summary hotkey switched from '/' to '\'
* MOD: Removed from options menu: "Auto-wait on Low EN" (still available via cogmind.cfg as "autoWait")
* MOD: Screenshots output to /screenshots/ rather than base directory
* MOD: Win speed bonus score formula now = (50000000/turns); previously ((8000-turns)*5)
* MOD: Score sheet excludes a wider variety of entries where their value is zero
* MOD: Hvy. Battle Rifle rating dropped from 5 to 4
* FIX: Failed to tally score on ending a game with no inventory items (regression fixed in earlier stealth update, credited here: [zxc])
* FIX: Crash while equipping a certain secret item from the inventory via swap command [zxc]
* FIX: Network Hub destruction alert reported old/incorrect efficiency value [Decker]
* FIX: Results of a particular major event (spoiler) did not propagate to all expected circumstances [Decker]
* FIX: A different particular major event (spoiler) could wipe some previously-learned manual hacking codes [Decker]
* FIX: Switching to a different monitor or changing the desktop resolution between games didn't perfectly resize the font and map dimensions [@phi6]
* FIX: Description for Motion Trail Duration option referenced older default value [Amphouse]
* FIX: Burnout entry in propulsion data listing displayed a faint 'N' in front of valid non-zero single digit values [Amphouse]
* FIX: Receiving Backup parts from a Repair Station or Mechanic didn't count as having attached them for gallery collection purposes [Amphouse]
* FIX: Exit positions forgotten to corruption would still show exit labels [Amphouse, magi163]
* FIX: All derelict class destruction counts were recorded incorrectly in score sheets (since Alpha 8) [Amphouse]
* FIX: Routes through through Waste or a Garrison caused score sheet to record incorrect core remaining percent [Sherlockkat, Amphouse]
* FIX: Analysis accuracy bonus as displayed in robot info was always +0 (but correct value was applied) [Kalkkis]
* FIX: Attempting to insert unidentified prototypes into a Scanalyzer revealed their true name [Kalkkis]
* FIX: Melee Analysis Suites provided 100 times the stated benefit [Kalkkis]
* FIX: Guided weapon waypoints could path through, but not be set to, wall rubble locations [Kalkkis]
* FIX: Weapons that failed to fire due to system corruption still applied their heat/recoil effects [Kalkkis]
* FIX: During a particular cave encounter a Sentry could request backup even while rebooting after a Datajack hack [Kalkkis]
* FIX: Mouse-scrolling a schematic list greater than 26 items before any selection, then selecting one via LMB, selected the wrong item [Kalkkis]
* FIX: Repair Station vAl.05a was the only interactive machine with a shape that that might eject an item to an unexpected location [Kalkkis]
* FIX: A stalled one-way network connection could hang the game on exit (now quits after 5 seconds) [Chad]
* FIX: Font and map dimensions not automatically set for largest size possible with resolutions above 1440p [veryfoodverygood]
* FIX: Part autoswapping to a different item of same category where there are multiple options might choose the one with less integrity [zxc]
* FIX: Long item names could cause truncation of output message for damage during Scanalyzer analysis [zxc]
* FIX: Incorrect word in component fabrication time context help message [Amphouse]
* FIX: Typo in manual section on Hackware [Amphouse]
* FIX: Typo in Stasis Canceller effect description [Kalkkis]
* FIX: Loading a game with a status-caused glowing UI border effect in progress (overheating/low integrity/stasis) would not resume the animation
* FIX: Thermal damage context help indicated incorrect amount of heat transfer (based on half damage, not full damage)
* FIX: Score sheet "Robots Hacked" total wasn't including all possible cases
Title: Re: Cogmind (now at Alpha 10)
Post by: Tzan on October 11, 2016, 03:33:33 AM
Hey Tzan that's a great shot! :D

Canon XTi + tripod + 10 second timer + a little photoshop because it was too dark.
Title: Re: Cogmind (now at Alpha 11)
Post by: Kyzrati on October 12, 2016, 02:08:28 AM
And wow, RPS/Adam Smith wrote a thing (https://www.rockpapershotgun.com/2016/10/11/cogmind-robot-roguelike/) for this new release :o

@Tzan: I always use a little Photoshop myself :)
Title: Re: Cogmind (now at Alpha 11)
Post by: Kyzrati on October 26, 2016, 01:25:57 AM
New article: Weaving Narratives into Procedural Worlds, Part 1: Value (http://www.gridsagegames.com/blog/2016/10/weaving-narratives-procedural-worlds-part-1-value/) - Examining the value of, and purpose behind, integrating static narratives into otherwise procedurally generated environments. (first of a three-part series)

Title: Re: Cogmind (now at Alpha 11)
Post by: Kyzrati on November 02, 2016, 12:30:51 AM
New Article: Weaving Narratives into Procedural Worlds, Part 2: Characteristics (http://www.gridsagegames.com/blog/2016/11/weaving-narratives-into-procedural-worlds-part-2-characteristics/) - A roguelike with a story, eh? What kind of story? Outlining some ideal characteristics of non-procgen stories in roguelikes. (second in a three-part series)

Title: Re: Cogmind (now at Alpha 11)
Post by: Kyzrati on November 10, 2016, 02:14:26 AM
New Article, the last in the roguelike story series: Weaving Narratives into Procedural Worlds, Part 3: Methods (http://www.gridsagegames.com/blog/2016/11/weaving-narratives-procedural-worlds-part-3-methods/) - Covering a variety of specific methods used to both reinforce and reflect the story of Cogmind.

(http://i.imgur.com/kFUxPfs.png) (http://i.imgur.com/kFUxPfs.png)

Title: Re: Cogmind (now at Alpha 11)
Post by: AgingMinotaur on November 10, 2016, 09:39:26 AM
New Article, the last in the roguelike story series: Weaving Narratives into Procedural Worlds, Part 3: Methods (http://www.gridsagegames.com/blog/2016/11/weaving-narratives-procedural-worlds-part-3-methods/)
Cool. I really enjoyed the first two parts.

As always,
Title: Re: Cogmind (now at Alpha 11)
Post by: Gornova on November 10, 2016, 03:33:32 PM
really cool posts Kyzrati, I can feel your passion and dedication on Cogmind!
Title: Re: Cogmind (now at Alpha 11)
Post by: Kyzrati on November 11, 2016, 01:50:12 AM
Thanks, fellow RL devs :D

Feels good to finally reach the point where I can talk more in-depth about the fact that Cogmind even has an overarching narrative. A year ago there was nothing but hackable lore, while now it's got its tendrils into many aspects of the world. Pretty soon I'll be working on at least 5-6 different endings to cap it all off. (Too bad I can't share those animations!)
Title: Re: Cogmind (now at Alpha 11)
Post by: Gornova on November 11, 2016, 09:45:07 AM
@Kyzrati there is also a demo for cogmind ?
Title: Re: Cogmind (now at Alpha 11)
Post by: Kyzrati on November 12, 2016, 01:05:58 AM
Nope. I think these days a demo is not really worth having, and it's rather easy to see what the gameplay is like via LPs or streams. Of course in the future anyone could use Steam refunds to demo the game as well.

My ideal demo would be an alternative version that tells a little story of its own (or a different part of the story) rather than cutting the existing game short, but that's unfortunately a lot of work, too!
Title: Re: Cogmind (now at Alpha 11)
Post by: Kyzrati on November 17, 2016, 01:21:37 AM
New Article: Improving the Hacking Experience (http://www.gridsagegames.com/blog/2016/11/improving-hacking-experience/) - A summary of UI features added to streamline manual hacking in Cogmind, with an addendum on the development process.

Title: Re: Cogmind (now at Alpha 12)
Post by: Kyzrati on November 22, 2016, 01:28:59 AM
Alpha 12 is here! This update is much broader in scope than what we've seen before, hence the ridiculously long changelog. As usual there's new content, but alongside it we have a lot of new UI features, a range of balance tweaks, and a rather large number of new mechanics for so late in alpha (it feels like I could develop Cogmind forever, but did I mention we are now in "late alpha"? ;)).

Thermal heat transfer, trap installation, damage overflow, melee sneak attacks, and more...

For the full release notes with extra detail and an introduction to what this release is all about, see here (http://www.gridsagegames.com/forums/index.php?topic=644.0).

The full Alpha 12 (0.10.161122) changelog:

* NEW: Branch map "Command"
* NEW: 2 more plot-related NPC encounters
* NEW: 1 major new NPC (unique robot class)
* NEW: 1 new prototype robot variant
* NEW: 1 new common robot class (3 variants)
* NEW: 37 new items (total = 768)
* NEW: Several more machines
* NEW: 1 more cave encounter
* NEW: 25 more score sheet entries (total = 492)
* NEW: Borderless fullscreen mode (see options menu)
* NEW: Option to automatically deactivate all other weapons when attaching/swapping in a launcher (cogmind.cfg only: see autoReadyLauncher)
* NEW: Core Heat Shields raise threshold at which overheat effects occur
* NEW: HUD temperature readout shows modified overheating threshold if currently above regular threshold with an active Core Heat Shield
* NEW: Recalibrator effect replaced with new ability to restore functionality to broken parts, including prototypes
* NEW: Manual hacking now includes autocompletion feature (press Spacebar or Tab to accept current match, or up/down to cycle through all matches)
* NEW: Indirect hacking of lore topics through references now possible via number keys (keyboard mode only)
* NEW: Previously undiscovered lore topics marked in query results using '!' (as also seen in hacking target list)
* NEW: Score sheet records borderless fullscreen setting in meta data ("2")
* NEW: Damage overflow mechanic (see manual)
* NEW: Expanded manual intro with "Using this Manual" section
* NEW: Manual explicitly states that successful hacks can increase alert level
* NEW: Trap extraction and reuse mechanic
* NEW: Use '>' on top of a trap to force it to trigger (LMB for mouse users)
* NEW: Some power sources can be overloaded to double their energy output (and heat)
* NEW: Less common combat-oriented hover propulsion ("Cmb.") with higher integrity and support, but slower
* NEW: Super fast experimental flight propulsion with relatively low support (rare)
* NEW: Non-scanalyzable parts can still be inserted into scanalyzer to identify them (anything!), with specific messages for why schematic impossible
* NEW: Manual part/robot Schematic()/Analysis() hacks report required depth and security level if target unavailable at current terminal
* NEW: Evolution interface accepts numpad Enter for confirmation as well
* NEW: More possible side effects of system corruption: Matter Fused, Heat Flow Error, Energy Discharge
* NEW: Allied followers prioritize gathering around an exit if Cogmind is adjacent to one, even if under attack
* NEW: Option to block propulsion auto-activation if already have different form active (cogmind.cfg only: see disableSecondPropulsionAutoactivate)
* NEW: Wait commands blocked for 1 second on spotting a new enemy (can safely hold/repeat wait) (adjust duration in cfg: pauseWaitDurationForEnemies)
* NEW: System Backup Modules and related utilities report to the message log on taking effect
* NEW: While part swap mode active, indicator now shows at top of parts list as well
* NEW: Alt-free modal inventory management! ('d' to enter drop mode, followed by a~z or 1~0; compatible with ',' direct dropping) (keyboard mode only)
* NEW: Temporary descriptive indicator appears when sorting inventory or changing part visualization mode
* NEW: "World map updated" log messages now indicate precisely what was added/learned
* NEW: All robot info always available (Scan Processors removed from game)
* NEW: Part/inventory data visualization now includes eighth mode: "relative vulnerability" (toggle via coverage 'c' command/button)
* NEW: Thermal projectiles/explosions have a "Heat Transfer" stat that determines how much an impact raises target heat (decoupled from damage)
* NEW: AI robots have some unique overheating side effects, and they'll occur more frequently
* NEW: Meltdowns are more easily triggered
* NEW: Combat robots glow red for a moment when seriously overheating (and are therefore prone to meltdowns)
* NEW: Otherwise salvageable parts may melt on robot death due to heat level at the time
* NEW: Unique animations for robot death to meltdowns and system corruption
* NEW: Scan window also shows robot temperature indicator in a separate block below integrity (tactical HUD mode only)
* NEW: Known map outside FOV auto-reveals regular colors when view not centered on Cogmind (e.g. mouse panning or kb-based map shifting)
* NEW: Melee attacks against unaware targets are "sneak attacks," almost certain to hit and inflict 50% more damage
* NEW: All supporter names registered since Alpha 11 added to in-game list (see Credits menu)
* NEW: All item-attribution names registered since Alpha 11 added to the item collection gallery
* MOD: HUD temperature readout doesn't glow even when hot, if within Core Heat Shielding-modified overheating threshold
* MOD: Most AI robots tweaked to have near optimum heat efficiency, making them easier to forcefully overheat/meltdown
* MOD: Windowed mode blocks fonts that create a game window slightly larger than the screen (for maximum font size use borderless fullscreen instead)
* MOD: Upkeep removed from all Processor-type utilities
* MOD: Exp. Optical Array effect dropped from 8 to 7
* MOD: Component Analysis Suites converted from Processor to Device, have new art, and a mass of 1
* MOD: Repair Stations take longer to repair broken (non-functional) parts
* MOD: Repair Stations can repair broken (non-functional) prototypes
* MOD: Integration Analyzer/Error Protection Suite/Quarantine Testbed removed from game
* MOD: Integration Analyzer effect merged with Integration Mediators (in addition to latter's existing effect)
* MOD: Heat Shielding effect increased from 50% to 75%
* MOD: All Core Heat Shields always prevent power source overheating
* MOD: Increased Core Heat Shield ratings and energy upkeep
* MOD: Recalibrators no longer auto-activate, and require energy upkeep
* MOD: Disposable cooling utilities take effect even if at the overheat threshold, where negative effects are technically still possible
* MOD: All Maneuvering Thrusters' coverage dropped from 80 to 60, integrity approximately doubled
* MOD: All Cloaking Devices' coverage dropped from 100 to 80, integrity slightly increased
* MOD: Updated Integration Analyzer effect description, which still implied removing parts has an associated matter cost
* MOD: Lowered all drone bay mass, to better serve their secondary purpose as armor
* MOD: Increased Mini/Mapping Drone Bay coverage and integrity
* MOD: Removed heat upkeep from all high-tier drone bays
* MOD: Tactical Quantum Warhead damage increased, reduced variability
* MOD: Destructive force of EM-triggered Light/Compact/Mini/Micro power source chain reactions upped to match non-light variants
* MOD: Increased damage and reduced matter cost for Flak Guns/Cannons (projectile count unchanged)
* MOD: Unknown manual hacking commands no longer added to command buffer
* MOD: Manually succeeding at a Query() hack darkens any previous references to that topic in other entries from the same hacking session
* MOD: Indirect hacking modifiers no longer apply to Trojans/brute force hacks (now much easier to succeed across all machine tiers)
* MOD: Haulers escorted through Materials no longer also capable of calling in reinforcements
* MOD: Operators can no longer be stationed at Recycling access terminal
* MOD: Exiting a research branch garrison always advances to another area rather than having a chance to bring Cogmind back to the same one
* MOD: Hauler Manifests containing matter now list the total amount in addition to the number of stacks
* MOD: Weapon heat context help (and manual) explicitly mentions how heat is averaged over the volley turn duration
* MOD: Lowered coverage of Electron Diverter and Imp. Diametric Drive to match other prototypes, and raised integrity and support of latter
* MOD: Slight increase to mass support of Nuclear Pulse Array and Field Propulsion Array
* MOD: Armored Leg increased to rating 5, support -2, heat +1
* MOD: Increased rarity of all Launcher Guidance Computers
* MOD: "AA AOE weapon" converted from explosive to thermal damage (trying to avoid spoilers here)
* MOD: Shock Trap corruption effect now modified by EM resistance (especially meaningful for NPCs)
* MOD: Blade/Segregator Traps no longer capable of affecting strip-immune victims (e.g. major NPCs)
* MOD: Traps triggered on Complex 0b10 robots no longer affect alert level
* MOD: Ally BUILD order removed
* MOD: Flight-capable builds can jump over large allies, movement which was originally blocked because swapping was impossible
* MOD: "Cooldown Period" stat removed from power sources, now use the same random range across entire item category
* MOD: "Heat Stability" stat removed from power source info
* MOD: Power Sources: Mni./Fusion Reactor -energy; F-Cell Engine -energy, +storage; Imp. Quantum Reactor -heat
* MOD: Message log file output ignores pure fluff messages like Serf cleaning, Engineer building, etc.
* MOD: Numerous hover/flight propulsion names and tiers shuffled to make way for new Cld-prefixed overloadables
* MOD: Active heat upkeep of all Cld-prefixed hover and flight propulsion dropped to 0
* MOD: Diametric Drives (and Imp. version) no longer overloadable, speed increased, support and energy drain reduced
* MOD: Nuclear Pulse Thrusters and Array no longer overloadable
* MOD: Dehyphenated several part name words (Antimatter, Antigrav, Antimissile); switched F-Cell/Q-Thrusters to lower case c/t
* MOD: Force Lance renamed to Force Rifle, actual Force Lance piercing melee weapon added
* MOD: All Demolisher variants switched to combat-type hover propulsion (slower!)
* MOD: Score sheet Most/Average/Final Carried stat records use inventory contents size rather than count
* MOD: Scanalyzer and Recycling Unit selection lists indicate item integrity values to aid differentiation (like Repair Station behavior)
* MOD: Scanalyzers can now operate on broken parts and rating 9/10 prototypes (still excludes unique items found only in certain locations)
* MOD: All part/robot schematics available one floor earlier than before
* MOD: Critical strike damage bonus against armor now 20% (was 25%); Cogmind critical strike part loss threshold down to 33% integrity (from 50%)
* MOD: Obstacles along line of fire in targeting mode have a bright animated glow instead of just highlighted
* MOD: Direct terminal hacks with unchanging permanent mapwide effects (12 in all) are removed from all terminals once successfully hacked once
* MOD: Power generation and energy/matter upkeep drain now occurs before applying any per-turn utility effects
* MOD: Targeting autoselection for large robots prefers the location with open line of fire rather than nearest point with line of sight
* MOD: Removed map data loss side effect of system corruption (AKA "map rot")
* MOD: cogmind.cfg forcePauseForEnemies variable renamed to pauseMoveDurationForEnemies (value reset to default this alpha)
* MOD: Transfer Stations now appear in blue
* MOD: Raised volume of part swap mode activation sfx (and multiconsole switch)
* MOD: Ally AID order can target any other ally, rather than only controllable allies
* MOD: Matter Storage Units renamed to Matter Pods
* MOD: Stasis link color changed from purple to yellow to differentiate from forms of protective stasis
* MOD: Robot destruction log message no longer shown after "terminal corruption" or "critical meltdown" effects (redundant)
* MOD: Core Heat Shield renamed Internal Heat Shield
* MOD: -10% to hit when attacker's previous action was a move no longer applies to melee combat
* MOD: Behemoth core switched from kinetic weakness to thermal weakness
* MOD: Removed Grunt core kinetic weakness
* MOD: Kinetic guns tweaked: most now have recoil, most now salvage-neutral, reduced some excessive critical chances
* MOD: Adjusted distribution and rarity of many utilities
* MOD: Microactuators, Quantum Capacitor and low/mid-tier Weapon Cyclers more common
* MOD: Increased resistance effect of all Focal Shields, Thermal Shields, and the EM Shield
* MOD: Lowered impact of certain events on alert level, most notably machine destruction
* MOD: Alert level increase due to allied activity now based on rating--lowered for low/mid-tier variants, raised for high-tier variants
* MOD: Cogmind base energy storage doubled to 100
* FIX: Mouse autopathing was broken by a regression (fixed in earlier stealth update, credited here: [magi163])
* FIX: Screenshot feature was broken by a regression (fixed in earlier stealth update, credited here: [Sherlockkat])
* FIX: Operators that lose a Datajack might be fitted with Backup Lasers by a Mechanic [Kalkkis]
* FIX: Internal slot counts for robots tallied incorrectly (only a minor affect, on repairs) [Decker, Amphouse]
* FIX: Firing overloaded thermal weapons might crash the UI under certain circumstances [Amphouse]
* FIX: Hackware art misalignment in ASCII spritesheet could reveal names of other art (regression in Alpha 11) [Amphouse]
* FIX: Reactive Armor art not centered [Amphouse]
* FIX: Armory dispatches were blocked from entering area [Sherlockkat]
* FIX: scorehistory.txt recorded occupied slots rather than total slots [Sherlockkat]
* FIX: Trojan intended to speed up fabrication only applied to a build in progress, rather than including all those afterward as intended [Decker]
* FIX: Data Miner Network Hub terminal info referred to old/incorrect effectiveness modifier [Decker]
* FIX: scorehistory.txt Carried Avg not divided by turn count, resulting in huge incorrect values [zxc]
* FIX: Description of "Seed" variable in options menu didn't fit in allotted area [zxc]
* FIX: External log file output excluded dialogue [zxc]
* FIX: Typo in Containment Facilitator record [zxc]
* FIX: Typo in Zion encounter dialogue text [zxc]
* FIX: Score sheet "Traps Reused" stat tallied incorrectly [zxc]
* FIX: Recall(Extermination) and Recall(Assault) did not actually immediately call off the target squads [zxc]
* FIX: Subatomic Replicator temporarily increased max inventory size if attached directly from the ground with a full inventory [zxc]
* FIX: A pair of very long lore entries were cut short in the lore collection UI [zxc, Amphouse]
* FIX: Part sorting via ':' might not finishing shifting listed items to final position (rare, circumstances unknown) [zxc, Decker]
* FIX: Art gallery excessively incremented collection tallies of matter storage utilities [gressup]
* FIX: Crash on manually entering gibberish for the Fabricator Load() command
* FIX: Using keyboard-based reverse cycling of map robots/items in targeting mode while mouse active would auto-pan the map to center on the target
* FIX: If pure keyboard "DIRECT" drop mode (inventory skipping via ',') left to expire on its own (5s), would take two presses to reinstate it
* FIX: Score sheet "Database Lockouts" stat wasn't being tallied
* FIX: Special NPCs intended to follow more closely would lose that status and revert to loose follow if brought to another floor
* FIX: Shock Trap and EM Surge Trap had their corruption severity swapped with one another (latter intended to be more powerful)
* FIX: Unique hack missing from some Testing terminals
* FIX: Makeshift hackware art background colors incorrect
* FIX: Impact damage description in game manual still referenced pre-Alpha 6 "durability" mechanic
Title: Re: Cogmind (now at Alpha 11)
Post by: Gornova on November 22, 2016, 12:58:18 PM
Nope. I think these days a demo is not really worth having, and it's rather easy to see what the gameplay is like via LPs or streams. Of course in the future anyone could use Steam refunds to demo the game as well.

My ideal demo would be an alternative version that tells a little story of its own (or a different part of the story) rather than cutting the existing game short, but that's unfortunately a lot of work, too!

I don't agree, as customer. A demo is something I can play and evaluate, before purchase. I suggest you to think about it and read some thoughts from Jeff Vogel's blog here (http://jeff-vogel.blogspot.it/2016/09/we-released-avadon-3-also-few-words.html), here an example:

Demos of games are vanishingly rare now, but I'm cranky and stuck in my ways, so I provide them. I don't want to take your money until you are sure the game functions and you like it.

For developer point of view, I think a demo could be useful also to get much players as possible playing your game: that is a key point!

All IMHO, btw :D

Title: Re: Cogmind (now at Alpha 12)
Post by: Kyzrati on November 22, 2016, 01:38:40 PM
For developer point of view, I think a demo could be useful also to get much players as possible playing your game: that is a key point!
Yeah I disagree here (I know, it's an odd point to disagree with :P), because I actually rather like not having a massive number of players! I mean, despite the fact that I could have pretty easily quadrupled the number of Cogmind players by throwing it on Steam ages ago, I haven't done that yet. This past year has been wonderful, serving only the core audience and long-time fans, those who are already sure they'll like the game from what they've seen. The results of this approach are especially good because I strive to undersell the game by keeping lots of secrets. Despite all the stuff I do talk about and show, there's way more to it than that so anyone who finally takes the leap is pleasantly surprised. Many of the players are also familiar with the 7DRL, which is freely available, and thoroughly enjoyed that, so it's pretty obvious that they would like a roguelike that does exactly that and more--it's a kind-of-demo :)

Regarding the consumer opinion, I think Steam returns pretty much solved the "I'd like to demo this first" idea without actually having a demo. And from a development perspective, a good proper demo is a huge amount of work that could otherwise be put into development of the core game itself.
Title: Re: Cogmind (now at Alpha 12)
Post by: Gornova on November 22, 2016, 02:37:31 PM
thanks for response, I respect your "core player" concept, but I disagree on time required for a demo. Turn limit? Time limit ? Zone limit? What kind of effort do you plan to have into building a demo ?

Btw, you are right, 7DRL-version for roguelike fan is the demo :D
Title: Re: Cogmind (now at Alpha 12)
Post by: Kyzrati on November 22, 2016, 02:42:51 PM
Turn limit? Time limit ? Zone limit? What kind of effort do you plan to have into building a demo ?
I think doing demos like that, while certainly easier, is harmful to the experience. So in my case the ideal demo would be something like what was mentioned in the earlier quoted section. Having to maintain more than one build also comes with its own logistical problems.
Title: Re: Cogmind (now at Alpha 12)
Post by: Kyzrati on December 20, 2016, 12:51:09 AM
New Article: Year 3 of the Cogmind (http://www.indiedb.com/games/cogmind/news/year-3-of-the-cogmind) - Having clocked a cumulative 6,383 hours of work over more than three years now, Cogmind is ever so close to completion. A look at 2016, and the future.

Title: Re: Cogmind (now at Alpha 12)
Post by: Kyzrati on January 01, 2017, 12:11:58 AM
Have an ASCII New Year! :D
(http://i.imgur.com/VF3VYga.gif) (http://i.imgur.com/VF3VYga.gif)
Title: Re: Cogmind (now at Alpha 12)
Post by: Tzan on January 01, 2017, 04:11:49 AM
I'm assuming you made that, nice job!
Title: Re: Cogmind (now at Alpha 12)
Post by: Kyzrati on January 01, 2017, 10:37:15 AM
Yup, I made it inside Cogmind itself :)

If I had more time I'd write about making it, because it was pretty fun and presented a few little challenges, but maybe I'll settle for posting some blooper shots later on along with a quick run down of the elements that went into it. In the end though, it took a lot less time than it otherwise might because, again, I just used Cogmind!
Title: Re: Cogmind (now at Alpha 12)
Post by: Kyzrati on January 11, 2017, 01:12:18 AM
New Article: Map Prefabs, in Depth (http://www.gridsagegames.com/blog/2017/01/map-prefabs-in-depth/) - Methods for integrating prefabs into room-and-corridor style maps, and a look at how prefabs are constructed.

Title: Re: Cogmind (now at Alpha 13)
Post by: Kyzrati on January 17, 2017, 01:04:56 AM
Our first major release of 2017!

And a major release it is, with a changelog to rival even Alpha 12 and, even better, early-game content updates so that everyone can experience lots of new stuff rather than just those players exploring the late game. Alpha 13 brings with it a "new narrative," yet more UI features, mechanics... basically a ton of improvements to simply make Cogmind even more engaging.

And new friends. Lots and lots of new and interesting friends...

For a visual sampling of some of what comes with Alpha 13, you can browse this couple dozen feature images (http://www.gridsagegames.com/forums/index.php?topic=702.0) I put together.

For the full release notes with extra detail and an introduction to what this release is all about, see here (http://TK).

The full Alpha 13 (0.10.170117) changelog:

* NEW: Branch map "Zion" expanded
* NEW: 1 major plot event with potentially far-reaching effects
* NEW: 1 major new NPC (unique robot class)
* NEW: 1 new common robot w/unique behavior, "Thief"
* NEW: 5 new special robots (3 unique classes, 10 variants in all)
* NEW: 32 new items (total = 800)
* NEW: Trap items have a unique sprite
* NEW: New special item type in caves: Scrap (moving onto it automatically searches)
* NEW: Wide-ranging set of ally-sourced hacking abilities to discover, available as part of a new system
* NEW: More reasons to visit Mines (what those are I'll leave you to discover)
* NEW: Several new cave encounters
* NEW: 87 more score sheet entries (total = 579)
* NEW: 3 new low/mid-tier Fabricators and Recycling Units
* NEW: Ninth damage type (secret)
* NEW: Triangulation mechanics/utility
* NEW: True cloaking mechanic (via new Cloaking Devices)
* NEW: Recycling Unit Retrieve(Components) hack output explicitly states number of components retrieved, since may not equal full contents
* NEW: Repair Stations, Recycling Units, and Scanalyzers color listed items by current integrity
* NEW: Repair Station repairable item list marks those which are broken to avoid requiring opening info window to confirm
* NEW: Explosion falloff stat context help explicitly mentions visual representation in the form of AOE color's brightness relative to the origin
* NEW: Encounter-based optional world map shortcuts
* NEW: "Alert Popups" option that displays flashing on-map warnings and alerts for low integrity/energy/matter
* NEW: "Part Auto-sorting" option that enables automatic sorting parts after changes (occurs once moving again)
* NEW: "Show Non-FOV Color" option to show areas outside with darker colors rather than the green overlay (toggle at any time with Ctrl-`)
* NEW: "Click Walls to Target" option that allows that feature to be toggled (now off by default)
* NEW: "Color Item Labels" option to use integrity-based color scheme for item labels, both manual and automatic
* NEW: Standard item labeling method uses slightly darker shade to indicate items at less than 75% integrity
* NEW: Option to allow right-clicks on walls to enter targeting mode (cogmind.cfg only: see rmbWallsToTarget)
* NEW: Manual explicitly states that fliers must switch to another form of propulsion in order to bump-rewire disabled targets
* NEW: Any encounter action in which an NPC drops an item is accompanied by the proper material-based drop sfx
* NEW: Manual and context help clarify specific stat effects of propulsion overloading
* NEW: Confirmation required for suicide/quit game menu options (including a required 1-second delay)
* NEW: Armor auto-replacement breaks ties using each armor's respective rating
* NEW: Added "Multiple Projectiles" section to manual (under Weapons) to explain how they work
* NEW: Sealing a garrison after installing a trap on the entrance itself gives explicit log message referring to the trap's destruction
* NEW: In-game manual's keyboard navigation supports Numpad as well
* NEW: Attached processor to be dropped/removed/swapped flashes until confirmed (or window expires)
* NEW: Numpad 0 equivalent to 'd' key for opening object info; in keyboard mode also identifies item at current location without examine mode
* NEW: Explicit context tutorial message about the drawback of attempting to aim through an obstacle at a target behind it
* NEW: Overhauled autotargeting and target selection system (see new manual section "Targeting Priority" under Advanced UI)
* NEW: Targeting and examine modes both support -/= and Numpad -/+ for cycling through objects
* NEW: Firing at an empty space or other non-robot target is remembered for subsequent shots, automatically targeted again if still visible
* NEW: Repeatedly firing a guided weapon will remember and automatically reload all of previous attack's waypoints, if still visible
* NEW: Shift modifier w/Numpad cursor movement in examine/targeting modes jumps four spaces (customize via cfg: cursorJumpDistance)
* NEW: In targeting mode, Backspace or Numpad Enter centers cursor on self (keyboard mode)
* NEW: Added explicit Notes section to manual
* NEW: All supporter names registered since Alpha 12 added to in-game list (see Credits menu)
* NEW: All item-attribution names registered since Alpha 12 added to the item collection gallery
* MOD: All former optional target cycling methods unified, is now always distance-based (near to far)
* MOD: Target cycling includes only armed hostiles if any, otherwise all non-allied targets
* MOD: Item cycling order in examine mode switched from row-based to distance-based, near to far; also accessible by Ctrl-Numpad -/+
* MOD: Entering targeting mode via 'f' with only a melee weapon active will limit target cycling to adjacent targets
* MOD: Diametric Drive now a prototype
* MOD: Upped melee sneak attack base hit chance to 120%
* MOD: Derelict Log ASCII art recolored, rather than matching Data Core
* MOD: Non-hostile Derelicts use much brighter shade of gray
* MOD: Trap Extractors somewhat more commonly found among regular stockpiles
* MOD: Gui. Remote Datajack now a prototype, improved to rating 9
* MOD: Trap items changed from light gray to red (in ASCII mode)
* MOD: Reduced number of sound channels for environment destruction, to lower volume of large-scale collateral damage to machines
* MOD: AI (enemies and allies) spot targets one space further away than previously, more in line with their actual sight range
* MOD: Z-Series renamed to Q-Series
* MOD: Minseweeper variants renamed: Extractor -> Sweeper, Miner -> Extractor
* MOD: Particle Charger integrity increased (+10, all variants)
* MOD: Original set of Cloaking Devices renamed to Phase Shifters
* MOD: Utility Shielding no longer protects Armor parts
* MOD: Allies are tier-prioritized when passing to new map, better ones appearing closer (any lost in transition will naturally be weaker)
* MOD: Drones show their class name in info page instead of "Special"
* MOD: Controllable allied drones appear in blue instead of fuchsia
* MOD: Assimilated prototype robots always appear blue
* MOD: Scanalyzer-listed non-scanalyzable items appear blue instead of yellow
* MOD: Mines infestation less common, and sometimes accompanied by a new encounter
* MOD: Imp. Signal Interpreter displays non-combat classes in a different color
* MOD: LRCs are now their own class
* MOD: Inventory sorting accompanied by sound effect (became silent in Alpha 11 due to removal of interface message w/typing sfx)
* MOD: Removed "Auto-sort Inventory" from options menu (still available in cogmind.cfg as autoSortInventory)
* MOD: Removed "Distance-based Volume" from options menu (still available in cogmind.cfg as soundIgnoresDistance)
* MOD: Removed "Center Cursor on Move" from options menu (still available in cogmind.cfg as centerCursorOnMove)
* MOD: Removed "Animated Volley Range" from options menu (still available in cogmind.cfg as animateVolleyRange)
* MOD: Removed "Target Preference" from options menu (now obsolete)
* MOD: Major NPCs no longer susceptible to core disruption
* MOD: Allies/AIs no longer attack dormant bots (until awoken)
* MOD: Item rating value context help clarifies its importance in simplifying the comparison process
* MOD: Added mechanics details including machine-caused LOS reduction to the manual's "Spotting" section (under Combat)
* MOD: All EM cannon energy costs increased approximately 40%
* MOD: Recycling Unit tunneling more likely to discover areas closer to current depth than further away
* MOD: Log message reporting a world location learned via derelict log etc. is different if location was previously known
* MOD: World map will not show additional discovered but unvisited Factory areas at the same depth (may have been learned by tunneling through chutes)
* MOD: Score sheet "Alien Tech Recovered" renamed to "Alien Tech Used" (behavior unchanged)
* MOD: Confusion due to corruption no longer tries to move into walls, take exits, or otherwise attempt an involved action (rewiring, machine interaction)
* MOD: Recall() hacks no longer appear on Command terminals, nor do they have an effect there
* MOD: Svarog and Perun core integrity +33%
* MOD: Zionites have a new sprite
* MOD: Gaining new intel no longer automatically opens intel window (can reactivate feature via cogmind.cfg: autoOpenNewIntel)
* MOD: Melee attacks never miss walls/doors/machines
* MOD: Mechanics, Protectors, and disarmed combat bots no longer considered a "threat" for movement purposes (requires "Stop on Threats Only" option on)
* MOD: Part rejection side effect of corruption no longer occurs outside combat situations
* MOD: Thermal Generator effect description changed to avoid implying it prevents thermal damage
* MOD: No Garrison Access below -8
* MOD: Assaults and Intercepts no longer dispatch simultaneous with Exterminations
* MOD: Increased effect on alert level from disabling machines and having allies in tow during combat
* MOD: +1 rating to all hackware at the Improved tier and above
* MOD: Adv. Remote Datajack rating +1
* MOD: Hackware stat progression rate reduced significantly
* MOD: Two additional higher robot hacking difficulty tiers
* MOD: Previously hackable prototype robot systems now much more difficult
* MOD: ARCs/Z-Series/Behemoths and many more now fully hackable (difficult but not impossible)
* MOD: Reduced by ~20% the chance of hostile Programmers successfully assimilating allies with average/high hacking defenses (e.g. Grunts/Hunters)
* MOD: Build command at all Fabricators easier
* MOD: Preloaded item schematics at Fabricators now better than usual, even out of depth
* MOD: More Fabricators will tend to have preloaded schematics
* MOD: Slightly reduced mass support for all flight propulsion at and above rating 4
* MOD: World map no longer accessible during examine/targeting modes
* FIX: Getting a Repair Station refit or being repaired by a Mechanic ignored extra slots of multislot items, attaching more parts than necessary [Vectis]
* FIX: Advanced key command listing for evasion info still showed '/' despite having been switched to '\' [zxc]
* FIX: A particular late-game encounter involved a robot that could still take a hostile action even if assimilated before acting [zxc]
* FIX: Under rare circumstances a valid path between cave entrance and exits may be blocked off by a wall [Sherlockkat]
* FIX: Vi-key running via 'r' modifier wasn't working in all cases [Dracunos]
* FIX: Part mass visualization should show relative values for unidentified non-propulsion parts [Dracunos]
* FIX: Removal of BUILD order in Alpha 12 shifted tallies for other ally orders in score sheet [Widmo]
* FIX: Backup parts which became "Unknown" due to data loss remained unknown even after attachment during Mechanic repairs or Repair Station refit [Widmo]
* FIX: Mechanics headed to resupply at a Repair Station which is then disabled may still resupply if interactive section not completely destroyed [Widmo]
* FIX: Recyclers headed to insert at a Recycling Unit which is then disabled may still use it if interactive section not completely destroyed [Widmo]
* FIX: Recycling Unit's Refit function only available manually rather than via button (until reconnect) if repaired an attached part [Widmo]
* FIX: While flying was possible to swap with a non-flying ally on the other side of a hostile (will now clear them, too) [Widmo]
* FIX: Unable to cycle through World Map in keyboard mode if current or previous locations in Waste or Garrison [Widmo]
* FIX: Inconsistent new map autosave behavior depending on Show Map Intro option setting (now always saves as soon as possible) [Widmo]
* FIX: Manual terminal hacks seeking analyses for robots that have no schematics would always indicate unavailable at current depth [Widmo]
* FIX: Extracting resources from a container by waiting on top of it did not update the scan window if displaying that container [Widmo]
* FIX: While flying, was possible to hack a machine directly on the other side of a blocking hostile [Widmo]
* FIX: Typo in W-25 Informer and B-99 Colossus analysis texts [Widmo]
* FIX: Reclamation Units could reclaim themselves on destruction [Amphouse]
* FIX: Derelict Surgeon variants overheated simply from upkeep costs due to an imbalanced loadout [Happylisk]
* FIX: Allied MAIN.C classes/variants transferred to a new map would be renamed [elite277]
* FIX: Clicking on the evolution UI where the Confirm button will appear, even before assigning slots, advances to next map without new slots [piedol]
* FIX: Allies were causing almost no additional increase to the alert level in combat
* FIX: Traveling through Recycling didn't increment evolution count by the proper amount in score sheet
* FIX: Confusion due to corruption was warning when a move would ram a robot or step on a known hostile target, making negative consequences avoidable
* FIX: Weapon toggling hotkey (') behavior didn't work properly when autoReadyLauncher option activated in cogmind.cfg
* FIX: In rare cases a horizontal line may appear after a log message and get stuck there until the message was redrawn due to scrolling
* FIX: NPCs that speak on sight were not supposed to flash the green '!' to indicate dialogue, since a bump is not required to trigger
* FIX: "Traps Extracted" score sheet entry was including non-player tallies as well
* FIX: Chute traps never spawned on Factory depths visited on a previous run in the same session
* FIX: One or more prop-sourced ambient sounds could disappear early when overlapping with others during movement
* FIX: Rebooting, dormant, or otherwise inactive programmers were still capable of protecting nearby allies from hacking attempts
* FIX: Crash in message log system if attacking a wall with a base accuracy of exactly 110%
* FIX: One character (147) in ASCII art contained a few extra pixels when using 14x14 font
Title: Re: Cogmind (now at Alpha 13)
Post by: Kyzrati on January 24, 2017, 12:54:54 PM
Cogmind got featured in a 2-page article in PC Guru magazine (Hungary). The editor said it's one of the best early access games they previewed in 2016 :-*
(http://i.imgur.com/MMatFT6.jpg) (http://i.imgur.com/MMatFT6.jpg)
They also have sidebars for DF, NetHack, and URR! Pretty cool to be mentioned alongside other greats.
Title: Re: Cogmind (now at Alpha 13)
Post by: Kyzrati on January 25, 2017, 12:59:58 AM
New Article: Pricing a Roguelike (http://www.gridsagegames.com/blog/2017/01/pricing-roguelike/) - Explaining how Cogmind's price points were determined, the effects of tiered pricing and price changes, and what funding can do for roguelikes.

Title: Re: Cogmind (now at Alpha 13)
Post by: Tzan on January 26, 2017, 01:50:04 AM
Great article, thanks.
Title: Re: Cogmind (now at Alpha 13)
Post by: Kyzrati on February 14, 2017, 12:50:03 AM
So this wasn't going to happen until a little further down the road (later this year after the upcoming 1.0), but Valve just announced they'll be shutting down Greenlight to replace it with... something (http://steamcommunity.com/games/593110/announcements/detail/558846854614253751), and rather than wait for all the details on that something, I've decided to go ahead and push Cogmind through Greenlight while it still exists.

And here it is, after nearly four years of full-time progress, Cogmind on Greenlight! (http://steamcommunity.com/sharedfiles/filedetails/?id=863069096)

If you want to see Cogmind on Steam so it's accessible to more players (== more dev time!), and with all that fancy achievement stuff and whatnot, vote, comment, spread the news and help make it happen!

For the "branding image" required by Greenlight I put together a fun composite gif showing an assortment of features:

Progress-wise everything has been smooth--the new map for Alpha 14 and all its mechanics/bots/items/events are now complete. The sudden Greenlight campaign will certainly delay the next update by a bit, but I still plan to release it this month. (hm, this is an awfully short month :P)
Title: Re: Cogmind (now at Alpha 13)
Post by: Tzan on February 14, 2017, 01:56:45 AM

I'm off to go drop links at a couple places I hang out, good luck.
Title: Re: Cogmind (now at Alpha 13)
Post by: Kyzrati on February 14, 2017, 01:59:44 AM
Much appreciated, Tzan!
Title: Re: Cogmind (now at Alpha 13)
Post by: Tzan on February 14, 2017, 04:59:43 AM
Not sure if I mentioned this before, but you should really just leave it at full price for a little while before doing a permanent drop.
Title: Re: Cogmind (now at Alpha 13)
Post by: Kyzrati on February 14, 2017, 10:33:42 AM
Yeah my plan has been to keep it as is and lower it to the main target price for 1.0, hopefully in May? (I've always intended for it to eventually be $19.99.) Then after that not really do much in the way of major sales, just little stuff for as long as I can hold out. This is much better for the long term, especially since I'd really like to continue working on Cogmind even after it's "done." Lots of cool optional features I've yet to add!
Title: Re: Cogmind (now at Alpha 13)
Post by: Aleksanderus on February 14, 2017, 06:08:16 PM
Finally I found a torrent of this game which is up to date! But seriously this game is too expensive.
Title: Re: Cogmind (now at Alpha 13)
Post by: getter77 on February 14, 2017, 08:52:52 PM
It is perhaps more expensive than some, but the value and replayability on top of the content still to come surely makes it an excellent value for at least the future and a powerful case for the present---not every person will resonate with each pricepoint, but the key thing is for it to work out well enough for enough of the people in general.   There'll always be sales in the future when the game will be in an even better state.  Just look at how meaty all the changelogs have been!   8)
Title: Re: Cogmind (now at Alpha 13)
Post by: Kyzrati on February 15, 2017, 12:20:00 AM
But seriously this game is too expensive.
"Expensive" is always going to be a relative term. Some people consider $1 too expensive, but that doesn't mean I should price it at $0.50.

I was going to wrap up development at the end of 2015, and then again at the end of 2016, but each time there were just enough people still supporting that I could continue adding extra features. This would not be feasible at a lower price points, and this is my full-time job, the only way it's possible to create something of this caliber in only 4 years. (I've written a lot more about pricing roguelikes here (http://www.gridsagegames.com/blog/2017/01/pricing-roguelike/).)

Many thanks to those who are helping to make Cogmind possible!
Title: Re: Cogmind (now at Alpha 13)
Post by: Kyzrati on February 16, 2017, 12:40:34 AM
New Article: Adjustable Difficulty (http://www.gridsagegames.com/blog/2017/02/adjustable-difficulty/) - The benefits and drawbacks of difficulty modes in roguelikes, and an introduction to Cogmind's difficulty-related features.

Title: Re: Cogmind (now at Alpha 13)
Post by: Kyzrati on February 28, 2017, 01:33:04 AM
Melee multiwielding! Major plot events! Mouse UI++! Adjustable difficulty! Alpha 14 is here! The second half of that "new narrative" introduced with Alpha 13 is now in place, and we're getting awfully close to 1.0. Only one more map remains... (plus a bunch of other non-content-related prep work.)

Aside: Cogmind is currently on Steam Greenlight (http://steamcommunity.com/sharedfiles/filedetails/?id=863069096), so consider stopping by for a vote/comment?

For a visual sampling of some of what comes with Alpha 14, you can browse this couple dozen feature images (http://www.gridsagegames.com/forums/index.php?topic=734.0) I put together.

For the full release notes with extra detail and an introduction to what this release is all about, see here (http://www.gridsagegames.com/forums/index.php?topic=737.0).

The full Alpha 14 (0.10.170228) changelog:

* NEW: Branch map "Deep Caves"
* NEW: Multiple major plot events
* NEW: 5 new robots (2 with new art)
* NEW: 25 new items (6 new component mechanics)
* NEW: Easier difficulty modes available in options menu
* NEW: Score sheet displays difficulty mode at top
* NEW: Separate leaderboards for each difficulty mode
* NEW: Color of parts list divider lines reflects difficulty setting for current run (green/gray/blue), for easy differentiation in screenshots
* NEW: Game over screen uses different highlight colors for each difficulty setting
* NEW: Score sheet filename reflects difficulty with a new digit inserted before score (0/1/2)
* NEW: 0b10 has a deadly "High Security" state above Alert Level 5
* NEW: Score sheet now records cumulative play time across all runs
* NEW: Manual expanded with a new section on Difficulty
* NEW: "Unstable Evolution" experimental challenge mode (for now set in cogmind.cfg: challengeUnstableEvolution)
* NEW: "Scavenger" experimental challenge mode (for now set in cogmind.cfg: challengeScavenger)
* NEW: Dedicated score sheet section for challenge mode list
* NEW: Score history appends challenge modes active for a given run
* NEW: Message log reports what slots were just evolved on entering a new map
* NEW: Additional behavior related to a reset core and special Zionite builds, for lore reasons
* NEW: IMP:G-0014175/C-0630194 now includes ambient sfx
* NEW: Another beneficial random encounter in Mines
* NEW: Relative coverage percent for owned items that would otherwise be displayed as a rounded "0%" instead show a fraction (tactical HUD mode only)
* NEW: Melee multi-wielding
* NEW: Melee Analysis Suites also increase chance of follow-up attacks switching to a second target if first destroyed
* NEW: Melee sneak attacks and follow-up attacks tallied in score sheet
* NEW: Trojans already installed on target machine will not appear among autocomplete options for manual hacks
* NEW: Hacking feedback effects and results mirrored from hacking UI to the message log
* NEW: Melee Datajacks' item info includes description of how to use one to disarm or reprogram known traps (originally only in manual)
* NEW: Mouse users with full inventory standing on an item can simply left-click on self to invoke smart inventory management rules (same as Ctrl-LMB)
* NEW: Mouse users in tactical HUD mode have access to new parts list CYCLE buttons that toggle propulsion/weapon states (like keyboard ;/' commands)
* NEW: Cursor hidden while Cogmind attack animations play out (can override via cogmind.cfg: cursorVisibleDuringAttack)
* NEW: Option to hide cursor whenever input is blocked for any reason (config.cfg only: cursorAlwaysHiddenWhenInputBlocked)
* NEW: Right-clicking anywhere out of sight automatically pans the map to center on that location
* NEW: Empty slots are clickable to pull up a list of all applicable parts for that slot (no Ctrl required)
* NEW: Sound effect played to indicate robot hack failure because repelled by Programmer
* NEW: Non-stackable utility effects now have an explicit description label, "<no_stack>"
* NEW: Destabilized explosive machine countdown timers now visible on map when Structural Scanner data available
* NEW: Dialogue indicators in scan window, robot info page, and on-map flashing '?' all appear in gray if you've already collected that lore
* NEW: Data Miner more helpful
* NEW: Impact damage causes system corruption as a side effect of destroying a part
* NEW: After an Access(Branch) hack that found nothing, calling up exit labels reminds you there is no branch access from the current map
* NEW: Structural Scanner also highlights areas in view which are susceptible to cave-ins due to instability caused by collateral damage from explosives
* NEW: Score sheet records total damage absorbed by shields
* NEW: Lab contains a new Warp Cannon (replaces Warp Gun)
* NEW: Autosaves occur silently every five minutes (interval adjustable in cogmind.cfg: autosaveInterval), though waits until idle for five seconds
* NEW: Multiple instances of Garrison Access redirects may be discovered and have local consequences
* NEW: Added manual section "Salvage" (under Combat)
* NEW: Remote Datajacks can be used to restart disabled allies from a distance
* NEW: Any Datajack can be used to rewire disabled/disrupted robots at a much higher chance (50%) than standard rewiring (10%)
* NEW: Datajack penetration failure accompanied by log message and unique sfx
* NEW: All supporter names registered since Alpha 13 added to in-game list (see Credits menu)
* NEW: All item-attribution names registered since Alpha 13 added to the item collection gallery
* NEW: ESC key access to game menu disabled by default in keyboard mode (can allow by setting allowEscMenuAccessKeyboard in config.cfg, or just use ?/F1)
* MOD: Option disableEscMenuAccess (cogmind.cfg) renamed to disableEscMenuAccessMouse, only applies outside keyboard mode
* MOD: No scorehistory record or score sheet produced for suicides below -9
* MOD: \\ZION hacks only accessible from Terminals
* MOD: Infested traps and Garrison Access points now spawn allies if core reset
* MOD: Garrison post-attack effect on patrol size no longer capable of completely eliminating lone Hunter patrols at low depths
* MOD: Garrison Index and Fabricator Index hacks no longer appear on Materials terminals
* MOD: All Trap Extractor ratings lowered (-2) so they may be found earlier
* MOD: Toggling the Tutorial option off also skips the alternative scrapyard layout
* MOD: LRC Insulator effect description more explicit regarding non-stackability
* MOD: Option entries split out from other game meta data into its own new section in score sheet
* MOD: Only a single guided or any number of non-guided weapons can be active at once
* MOD: Undoing a guided waypoint in keyboard mode automatically targets that location, to facilitate building a new path from that point
* MOD: Switching from a guided weapon attack to a direct attack in keyboard mode no longer auto-targets the first guided waypoint
* MOD: Last set of previously used guided waypoints remembered even if other direct fire weapons fired in between guided volleys
* MOD: Cetus combat encounter now uses a much more reliable form of counting the trigger requirement, never fails regardless of tactics
* MOD: Garrison exits that link to other maps now always lead to 0b10-controlled areas
* MOD: ASCII art no longer displayed for unidentified alien artifacts
* MOD: Layout(Sector), the secret debug Terminal hack that only a few players knew existed, removed from game
* MOD: Score sheet critical hit stat tallies now player-only
* MOD: Thieves flee more quickly
* MOD: C-40 Crusher better capable of dealing with high heat
* MOD: Mining Laser/Welding Torch/Plasma Cutters converted from Special Melee Weapons back to Special Weapons; can use more than one at a time
* MOD: Mining Laser/Welding Torch ranges upped to 2
* MOD: Plasma Cutter ranges upped to 3
* MOD: Tri-rail Accelerator damage increased 50%
* MOD: Removed "Walls Built" tally from score sheet (no longer applicable)
* MOD: rmbWallsToTarget option (cogmind.cfg only) now on by default
* MOD: LMB picks up trap items instead of installing at current position; RMB installs traps
* MOD: Adjusted set of score sheet stats displayed on game over screen (replaced four of them with newer stats)
* MOD: GRD and some other potential forms of special attack that wouldn't incite a hostile response from targets now do
* MOD: Programmers remotely defending against a datajacking attempt now do so immediately on penetration rather than after choosing a hack
* MOD: Controls(Machine) replaced by a new brute force hack
* MOD: Length of shortcut to Zion capped at 3 depths
* MOD: Robot rating calculations use new formula, taking into account special cases
* MOD: Ally transfer to a new map no longer prioritizes controlled allies over non-controlled (is pure level comparison)
* MOD: Full traces while hacking interactive machines at Materials depths don't always trigger investigations
* MOD: Allies excluded from some basic score sheet entries such as Value Destroyed
* MOD: "Fusion Cannon" renamed "Hardcell Cannon"
* MOD: "Thermal Defense Suite" and "Beam Splitter" name swap, latter now better
* MOD: System Mapper/Ghost Barrier no longer randomly found in the wild, nor can they be fabricated, but may appear in specific locations
* MOD: Core Stripper max damage reduced, faster attack time, tripled integrity
* MOD: Core Cannon integrity +75%
* MOD: Disintegrator integrity +25%
* MOD: Falloff -1 for Hvy. Shock Bomb Launcher, Hvy. Proton Missile Launcher, Com. Tesla Bomb Launcher
* MOD: Increased base power for both Gamma Bomb Array variants
* MOD: Increased accuracy of player idle time calculations for run lenth reporting
* FIX: Item gallery not recording Scrap collection (incrementing Derelict Logs instead) [Amphouse]
* FIX: Zionite Guard Positions hack displayed incorrect message when none found (referring instead to emergency access) [Amphouse]
* FIX: Typo in new Thermal Converter effect description [Amphouse, DDarkRay]
* FIX: Terrain scanning the same position more than once would reveal whether there's an item/trap there, and its name [zxc]
* FIX: Trying to fire guided weapon beyond its range might give incorrect message "No active guided weapon" [zxc]
* FIX: Typo in new manual section [zxc]
* FIX: Art gallery intro text referring to personal items misaligned [zxc]
* FIX: Redirecting certain dispatches and then seeing them later would flash a '!' when they appear even before they spotted Cogmind [zxc]
* FIX: Integrity Redistributor effect description the reverse of actual effect [Sherlockkat]
* FIX: Post-imprint Mutant escort wasn't following into Proximity Caves as intended [Shobalk]
* FIX: Borebot capable of destroying stairs [Shobalk]
* FIX: A particular cave encounter with Minesweepers could have them extract a trap from an exit, destroying the exit itself [Shobalk, Raine, buthix9]
* FIX: Crash on using 'f' to enter targeting mode with only a melee weapon active while adjacent to unarmed robot in sight of armed robot [GJ]
* FIX: Crash on retrieving Zionite intel Emergency Access results on a non-square map [GJ]
* FIX: Randomly placed Scrap piles in Zion might be covered by machinery along the walls [GJ]
* FIX: World map not highlighting current location if in a Factory floor following a visit to Waste in keyboard mode [gammafunk]
* FIX: Recycling Units might contain an actual matter item (with value = 0) [Snuffsquee]
* FIX: Evolution screen left an extra '0' after slot counter when decrementing from 10 (impossible now anyway due to Zion shortcut changes) [Xanthos]
* FIX: Setting guided waypoints then activating non-guided weapons allowed entire volley to follow the same waypoints! (undiscovered for two years, hehe)
* FIX: Interactive machine hacking feedback on full trace includes the potential for hackware destruction as intended
* FIX: Interactive machine hacking feedback wasn't being blocked by defensive hackware
* FIX: Scan window integrity indicator and colored on-map item labels weren't using the same value scale and would sometimes appear mismatched
* FIX: Toggling volley weapons while in targeting mode recalculates line of fire in case visible factors changed, e.g. penetration capabilities
* FIX: During inventory-to-parts direct keyboard swapping (/) in sprite mode, the color-inverted item instead appeared as two left halves of the tile
* FIX: Comparing a Plasma Cutter to a non-melee weapon misaligned the resulting salvage stat difference
* FIX: Z-Series change to Q-Series in Alpha 13 was not accompanied by intended corresponding ASCII change (Z > Q)
* FIX: Imp. KE Penetrator art assigned incorrectly (was using same as KE Penetrator)
Title: Re: Cogmind (now at Alpha 14)
Post by: Kyzrati on March 02, 2017, 10:14:42 AM
Cogmind was Greenlit! It happened the same day of its first update since putting it up for voting two weeks before (possibly somewhat related :D). A big thanks to everyone who voted!

I wrote a post about what's going to happen next, here (http://www.gridsagegames.com/forums/index.php?topic=745.0), but the stats are also below for anyone else who might still be looking to get through before Greenlight closes (http://steamcommunity.com/greenlight/discussions/18446744073709551615/133256758580075301/).

A good number of followers to start with :D

And here you can see how most of the traffic arrived in the first couple days, much more quickly than... everything else :P (The only advertising I did was on the first day, telling people in the usual places that Cogmind was on Greenlight--no press)
(The little uptick at the end is existing players who hadn't heard already learning about it via the Alpha 14 update.)
Title: Re: Cogmind (now at Alpha 14)
Post by: Tzan on March 02, 2017, 05:03:07 PM
Title: Re: Cogmind (now at Alpha 14)
Post by: Kyzrati on March 07, 2017, 02:01:57 AM
New Article: Dissecting a Cogmind Changelog (http://www.gridsagegames.com/blog/2017/03/dissecting-cogmind-changelog/) - Analyzing Cogmind's most recent changelog to reveal some interesting characteristics of the development process.

Title: Re: Cogmind (now at Alpha 14)
Post by: Kyzrati on April 05, 2017, 01:02:57 AM
New Article: Music for Cogmind? (http://www.gridsagegames.com/blog/2017/04/music-for-cogmind/) - Considering the many music options for Cogmind. Is music necessary for a roguelike with such a developed soundscape? What type?

Title: Re: Cogmind (now at Alpha 14)
Post by: Tzan on April 05, 2017, 04:32:07 PM
I dont listen to out of game music while playing a game.
I like paying attention to the in game music and sound effects.

I do listen to this sometimes while doing my architectural Autocad work:

Title: Re: Cogmind (now at Alpha 14)
Post by: Kyzrati on April 06, 2017, 01:05:13 AM
Hm, hadn't seen that site before. Neat :)

Another one that's not games but instead fantasy releases is https://www.radiorivendell.com/
Title: Re: Cogmind (now at Alpha 14)
Post by: Tzan on April 06, 2017, 06:47:27 PM
Yup I found those two on the same day about a year ago.
Title: Re: Cogmind (now at Alpha 14)
Post by: Kyzrati on May 02, 2017, 12:49:42 AM
New Article: Working with Seeds (http://www.gridsagegames.com/blog/2017/05/working-seeds/) - How Cogmind's world seeding system works, and why it's so useful. Plus some other uses for seeds!

Title: Re: Cogmind (now at Alpha 14)
Post by: Tzan on May 02, 2017, 11:04:06 PM
Nice article. It was interesting to see how you handle encounters and loot.

I've been using strings to make seed numbers too.  :)
I have a massive universe so I'll be doing changes lists.

Not sure if I posted this on these forums.

Its an excellent blog post about random numbers and Hash functions.

I use xxHash for my game.
He posts a link to it in the blog.


It takes many types of input, but with grid based games its easy to pass in an array of 2 ints and get a random hash number for a space. Then you can use that directly or use it as a seed for a regular random number generator.

I pass in an array of 8 ints because of the multiple zoom layers of my game.
Each int is a number from 0 to 1023, because each baseplate is 32 x 32 spaces.
Title: Re: Cogmind (now at Alpha 14)
Post by: Kyzrati on May 03, 2017, 01:02:54 AM
Wow, that's one heck of an in-depth low-level article, thanks for the link!

I had wanted to link to the Infiniverse tech writeup about hashing coordinates to allow exploration of an infinite universe, but too bad it's gone.
Title: Re: Cogmind (now at Alpha 14)
Post by: Tzan on May 03, 2017, 02:56:01 PM
Yeah, the guy who wrote that is hard core.
He works as a programmer at Unity.

I wish you had found that Infiniverse thing too.

After I finish my universe browser I could write something explaining how it works.
I keep getting slowed down by my actual work.
Title: Re: Cogmind (now at Alpha 14)
Post by: Kyzrati on May 05, 2017, 12:35:20 AM
New Article: Versioning Schemes (http://www.gridsagegames.com/blog/2017/05/versioning-schemes/) - Looking at various version naming systems and what should happen for and after the upcoming major milestone (next week).

Title: Re: Cogmind (now at Alpha 14)
Post by: Kyzrati on May 05, 2017, 02:38:48 PM
Just posted a 39-image Cogmind Beta preview (http://www.gridsagegames.com/forums/index.php?topic=784.msg6028#msg6028) (warning, 8 MB page :P)

Milestone release coming May 9th!
Title: Re: Cogmind (now at Alpha 14)
Post by: Tzan on May 05, 2017, 04:09:44 PM
Years ago I was reading about all the options for versioning.
I decided I would use a date. But also use a word before it like Alpha 170505.
Then switch the word. Not sure what to do after an imaginary 1.0. Release sounds ok.

Currently I've been using: SIFR 2017-05-05


" In pre-Islamic time the word ṣifr (Arabic صفر) had the meaning 'empty'.[7] Sifr evolved to mean zero"

So its something before Alpha  :)

Unity has been using numbers, I'm on Unity 5.5.2f1.
They have been doing big releases with the first number change but all the others bring new things too.

They are now changing to what they call a continuous release.
So they are changing to dates:  2017.1
So its the year and the release number sequence, till the next year.

Title: Re: Cogmind (now at Alpha 14)
Post by: Kyzrati on May 05, 2017, 11:30:12 PM
Yeah I like the date-based method a lot, and it's perfect for libraries/engines/devs. Pure numbers are just kinda boring on the player side, though, and don't let anyone who sees it for the first time have any info as to what state the game is in.
Title: Re: Cogmind (now at Alpha 14)
Post by: Avagart on May 06, 2017, 12:38:30 PM
Interesting. Personally I really dislike date-based versioning. It can be messy about interpretation due different date formats (dd-mm-yyyy and mm-dd-yyyy). We could stick to ISO format (yyyymmdd, without punctuation) but it's not very readable. Of course, none of this matters if versioning is addressed to the developer itself, but I feel that your blog post, Kyzrati, is more about user's perception of versioning scheme.

I'm not sure what's about Starsector. I used to think that RC stands for, well, testing builds of specific version. But Starsector's RC notation looks more like marking bugfix releases, or something similar...?
Title: Re: Cogmind (now at Alpha 14)
Post by: Kyzrati on May 06, 2017, 12:45:00 PM
Interesting. Personally I really dislike date-based versioning. It can be messy about interpretation due different date formats (dd-mm-yyyy and mm-dd-yyyy). We could stick to ISO format (yyyymmdd, without punctuation) but it's not very readable. Of course, none of this matters if versioning is addressed to the developer itself, but I feel that your blog post, Kyzrati, is more about user's perception of versioning scheme.
Definitely the latter, yeah.

And I prefer the ISO format, which I always use for my dev stuff (the other two are annoying without a standard!). I find it quite readable, but also drop the first two numbers which makes it shorter and easier to parse, with two chars for each field. No real need to repeat the first two when I won't even live to see the next century, though, haha.

I'm not sure what's about Starsector. I used to think that RC stands for, well, testing builds of specific version. But Starsector's RC notation looks more like marking bugfix releases, or something similar...?
Yeah I wasn't too sure myself, to be honest. They don't use it on everything, but seem to at least name post-release bug fixes by that scheme, and have been doing it... sequentially for years, across multiple releases. I looked at it for a while and scratched my head a lot :P

Anyway, I'm happy having gone with Beta here.
Title: Re: Cogmind (now at Alpha 14)
Post by: Kyzrati on May 07, 2017, 03:58:57 AM
Notice: In two days Cogmind goes Beta, and most tier rewards will be removed--e.g. no more Prime Tier with supporters list perk. Last chance to get that for anyone thinking about it :D
Title: Re: Cogmind (now at Alpha 14)
Post by: Kyzrati on May 09, 2017, 01:16:04 AM
Cogmind Beta 1: "The End"

A major milestone, a big ending, and a new beginning, all in one! After four years in development, Cogmind's story is truly complete, and today we begin a new phase: Beta.

Welcome to Cogmind Beta!

To kick it off we have the largest release ever, which not only finishes off the plot lines with a new map and seven different animated endings, but also adds major NPCs, lotsa QoL, and more lore, mechanics, challenge modes... Check out the huge collection of feature images in the Beta Preview (http://www.gridsagegames.com/forums/index.php?topic=784.0) from last week to see some of what's included.

Also note that Cogmind Beta is priced differently, having recently (http://www.gridsagegames.com/forums/index.php?topic=776.0) been set to its final base price. And for anyone who wants to help spread the robot love, gifting is now easier.

For the full release notes with extra detail, an introduction to what this release is all about, and some words on the future, see here (http://www.gridsagegames.com/forums/index.php?topic=787.0).

The full Cogmind Beta 1 (0.10.170509) changelog:

* NEW: Branch map "[redacted]"
* NEW: 7 different animated endings, with content dependent on plot-related actions
* NEW: 1 major new NPC (unique robot class)
* NEW: 4 new minor NPCs (unique builds)
* NEW: 3 more prototype robot variants
* NEW: 2 more robot analysis records
* NEW: 21 new items (8 completely new item mechanics) (total = 846)
* NEW: 2 more Trojan() hacks (secret)
* NEW: 1 more Force() hack (secret)
* NEW: 37 more score sheet entries (total = 626)
* NEW: 48 more sound effects (total = 847)
* NEW: Added content to "Archives" map
* NEW: Score sheet filename appends win type indicator, and +'s for boss kills
* NEW: scorehistory.txt Location column differentiates between win types
* NEW: "Devolution" experimental challenge mode (for now set in cogmind.cfg: challengeDevolution)
* NEW: "Inhibited Evolution" experimental challenge mode (for now set in cogmind.cfg: challengeInhibitedEvolution)
* NEW: "Gauntlet" experimental challenge mode (for now set in cogmind.cfg: challengeGauntlet)
* NEW: "Super Gauntlet" experimental challenge mode (for now set in cogmind.cfg: challengeSuperGauntlet)
* NEW: "Pure Core" experimental challenge mode (for now set in cogmind.cfg: challengePureCore)
* NEW: "No Salvage" experimental challenge mode (for now set in cogmind.cfg: challengeNoSalvage)
* NEW: Any active challenge modes are listed in log on starting a new run
* NEW: All treads have at least a 5% chance per slot to instantly crush ram targets of medium size and below
* NEW: Ramming with treads active never leads to self-damage or destabilization
* NEW: All legs have a 20% chance per slot to kick a ram target out of the way, avoiding any self-damage but damaging target
* NEW: Sound effect origins heard but not seen temporarily marked on map, color coded by type (can toggle in cogmind.cfg: disableVisibleSfx)
* NEW: More specific result text for final game over screen and score sheet on a win
* NEW: Score sheet meta data now records all wins and their type (listed by Game subsection's new "win type" entry)
* NEW: Game over screen includes buttons for mouse users to restart/quit without keyboard
* NEW: Added explicit note to manual about challengeScavenger leaving static stockpiles untouched
* NEW: Will not reload previous target position if entering targeting mode after having fired at a machine, but that machine is now gone
* NEW: "Map" manual subsection under Advanced UI, collecting in one place all reference info on temporary map-related indicators
* NEW: Keyboard mode can inspect walls/doors as other objects, for both armor and resistances
* NEW: Random world seeds composed of word combinations rather than random numbers (creates fake item name via adjective + adjective + noun)
* NEW: Item info for Self-destruct Interrupters and similar disposable non-part items now includes a battery indicator (also in scan window)
* NEW: Non-part items with internal power sources (e.g. Self-destruct Interrupters) flash blue on the map while active
* NEW: Core reset results in a particular additional negative effect, as well as another bonus
* NEW: Explosion/projectile EM damage spectrum listing now shows associated chance of triggering chain reaction
* NEW: Destroying Network Hubs gives bonus points
* NEW: Dedicated RNG for hacking success checks
* NEW: Earn increasing bonus points for destroying hostile combat robots from alert level 3+
* NEW: Follower ally kills earn bonus points
* NEW: Transmission Jammer activation animation highlights robots that will be jammed (also changed appearance)
* NEW: Data Miner more helpful
* NEW: Some Waste areas have additional effects
* NEW: One more way to gain access to Deep Caves
* NEW: Highlighting of all cave-in prone areas now freely available in tactical HUD mode (no Structural Scanner required)
* NEW: Hold Ctrl-Alt to greatly brighten color of visible cave-in prone spaces
* NEW: Power-consuming utilities can be toggled all at once using " (or new CYCLE button, like propulsion/weapons)
* NEW: If no parts to toggle on entering a cycle command (;/'/"), will display a reminder message
* NEW: Overloaded attached power/propulsion/weapons in part list info mode ('q') display their modified stat values, and highlight them
* NEW: Multiprojectile weapons in scan window and part list info mode ('q') have a * between their damage value and type
* NEW: Parts/inventory color-code weapon damage type abbreviations
* NEW: Increased number of tie-breaking rules on "Furthest Area Reached" leaderboards (depth > boss kills > regions visited > date)
* NEW: Unlocking a garrison after installing a trap on the entrance itself gives explicit log message referring to the trap's destruction
* NEW: Commands, targets and results of all successful hacks mirrored to message log
* NEW: Static color for machine trace lockout and Force() hack success reflects Cogmind affiliation/state
* NEW: Robot analyses count as lore, added to collection system (including '!' indicators for uncollected Analysis() targets)
* NEW: Lore collection UI includes better keyboard-based page scrolling support
* NEW: Robot info temperature readout context help contains explicit note about meltdown threshold ("DANGER")
* NEW: Dedicated map shift mode toggled by ` (keyboard mode only, and supports all sets of movement keys)
* NEW: Offensive hackware decreases chance of successful hack repelling by hostile Programmers
* NEW: Part data visualization shows values next to graph in most modes (only available in Tactical HUD mode; can deactivate via cfg: precisePartGraphs)
* NEW: Full list of Tactical HUD features added to manual
* NEW: Simple animated effect for part destruction by impact damage causing system corruption
* NEW: All supporter names registered since Alpha 14 added to in-game list (see Credits menu)
* MOD: Win types are differentiated; none are simply "reached Surface" (the collective term on leaderboards is now "Ascended")
* MOD: Opening an item swap menu via keyboard autocloses open item info windows (matches mouse behavior)
* MOD: Recall(Extermination) hack no longer appears at Materials terminals (useless at that depth)
* MOD: Random traps will no longer be placed within 15 spaces of where Cogmind enters a main 0b10 map (does not apply to branches)
* MOD: Misfires due to corruption less likely to hit allies
* MOD: Adjusted AI movement behavior to theoretically reduce possibility of enemy combat bots "jumping" into rooms
* MOD: Transmission Jammer description updated to more clearly list all of its effects
* MOD: Machine structural analysis (resistances) now provided automatically on viewing info (no Structural Scanner required)
* MOD: Several non-fabricatable utilities and weapons that were not prototypes now categorized as prototypes (though never faulty)
* MOD: Taking any action other than ramming resets the ram permission check, to avoid ramming a previous unintentional ram target that suddenly moved
* MOD: GRD reduced from 4 waypoints to 1
* MOD: C Programmers no longer carry GRDs (guaranteed elsewhere)
* MOD: Shortcuts to special cave areas through Lower/Upper caves can only appear in the first cave map, not the second
* MOD: Data Miner ASCII changed from '0' to 'm'
* MOD: Name changes for "Operators" (the NPC kind)
* MOD: Placeholder location name "Tunnel" given a real name
* MOD: On-map dialogue/scene descriptions limited to ten most recent lines (all still recorded to log as normal)
* MOD: O7 resistances improved
* MOD: Core/part shielding prevents effects of critical hits against protected targets, rather than completely ignoring them
* MOD: Stasis Generator slot count reduced to 1
* MOD: Unstable Evolution challenge only shows instability message on evolution/depth changes rather than during all map transitions
* MOD: Each successful Overload/Assimilate hack increases global system defenses against all future robot hacks by 1/2% (respectively)
* MOD: Options menu Player/Seed entry boxes no longer accept commas
* MOD: Tunneling between rooms slightly more lenient: no cave-ins for wall-earth-wall scenarios
* MOD: Destroyed wall spaces can cave in just like destroyed earth
* MOD: Sensor behavior in "that secret map" no longer has any meta component, and can be learned via specific means
* MOD: Two specific random dialogues in Zion now considered lore despite their low value, to keep them from baiting players seeking new lore (green '?')
* MOD: Multi-cell robots can no longer be hit more than once by penetrating weapons
* MOD: Part autosorting prioritizes EM weapons within their own category (e.g. EM guns before TH/KI guns)
* MOD: Waiting now costs 100 time units, rather than simply canceling any time remaining in current turn
* MOD: Direct Schematic() terminal hacks for items likely to be out of depth (as with preloaded Fabricators)
* MOD: ESC key access to game menu enabled by default in keyboard mode (can disable by setting disableEscMenuAccessKeyboard in cogmind.cfg)
* MOD: Schematic(), Analysis(), and Load() hack readouts referring to robots list their "Tier" rather than "Rating"
* MOD: Intercept squad dispatch timing factors adjusted
* MOD: Ambush Traps can no longer contain Saboteurs, and are capped at 3 attackers instead of 4
* MOD: Hacking command buffer no longer stores manual unique codes or Zion hacks
* MOD: Broadened definition of "ally" for purpose of some score sheet entries, e.g. Ally Attacks/Total Damage/Kills/Largest Group/etc.
* MOD: Transmission Jammer effect requires visual on target
* MOD: Transmission Jammer works on active Engineers and distress signals from other non-combat robots
* MOD: Messages for jammed distress signals only shown if that signal would have alerted a nearby armed hostile
* MOD: Non-combat robot distress signal message more explicit about results
* MOD: Increased difficulty of rescuing "SW"
* MOD: The most dangerous mid-game maps are inaccessible in the easiest difficulty mode
* MOD: The most dangerous late-game maps are inaccessible in both of the easier difficulty modes
* MOD: Spotting hostiles and dialogue robots while motion trails toggled off now flashes !/? markers rather than using background color marking
* MOD: Flashing '?' indicators for NPCs with uncollected lore dialogue, or benefits, now flash indefinitely until interacted with
* MOD: Part list info mode and on-map part labels differentiate between prototypes and alien items, marking the latter with a second asterisk (**)
* MOD: Internal Heat Shields removed in favor of superior new part with additional mechanics
* MOD: Programmer variant names reworked
* MOD: Programmer defensive hack success rate no longer a static 25%, with high-tier Programmers much more likely to block hacking attempts
* MOD: Upped hacking attack time cost for Programmers, from 100 to 150
* MOD: Programmers have reduced chance to reboot higher-tier robots
* MOD: Higher-tier Programmers more capable of successful hacks
* MOD: Evolution UI rearranged to put confirmation button in a more natural location
* MOD: Causing a positive salvage modifier on a robot can never result in more matter than the upper limit of its salvage potential
* MOD: Busy engineers don't always call for reinforcements when they come under attack at lower depths
* MOD: Removed Auto-ascend from options menu
* MOD: Stepping on an exit/stair position always enters it, but requires confirmation (can disable confirmation via cogmind.cfg: ignoreAscendConfirmation)
* MOD: Ramming a target off an exit automatically takes that exit
* MOD: Part data visualization defaults to Integrity for new players, rather than Coverage
* FIX: Component Analysis Suites were using their old processor tile in sprite mode, and removal would still destroy them [Amphouse]
* FIX: System Backup Modules and other corruption-purging utilities reported their effect to the log even if nothing to purge [Amphouse]
* FIX: Bonus points for Wall Chamber destruction were applied per cell rather than only once [Sherlockkat]
* FIX: Imprinter death not registered properly if enemies with Zion [Sherlockkat]
* FIX: Dispatch and high-security messages continued even after Command garrisons activated [Sherlockkat]
* FIX: Deep Caves entrance was always accessible without key or other special means [Shobalk, Sherlockkat]
* FIX: Certain uncommon types of allies may not follow if outside your FOV [Sherlockkat]
* FIX: A particular Reinforced Shell layout in Armory contained two invisible pieces [Sherlockkat, zxc]
* FIX: Hunter info Scan Cloaking data entry not showing its value [zxc]
* FIX: Under special circumstances some regenerating items might be restored to greater than maximum integrity [zxc]
* FIX: Controlled Mechanics were no longer capable of repairing allies when in AID mode [zxc]
* FIX: Zio. Metafield Generator missing its effect description [Shobalk]
* FIX: Dropping a Storage Unit resulting in inventory overflow would stack it on top of the first item force dropped at current position [Widmo]
* FIX: ISC terminal entry query incorrectly highlighted a reference to "Command" [Widmo]
* FIX: Firing at a target followed by a second target against which entire volley fails to cycle remembered first target for input recall [Widmo]
* FIX: Two status entries and three utility effects with decimal values always appeared negative under some versions of Wine on Linux [MJWkr, gammafunk]
* FIX: New autotargeting system would recall previous misfire targets if still in view [gammafunk]
* FIX: In rare cases Zionites might be completely blocked in by machinery [gammafunk]
* FIX: Friendly O8 hack in Zion stopped working in previous release due to data typo [MTF]
* FIX: Crash during special event in Recycling (broken by Alpha 14) [MTF]
* FIX: Under rare circumstances a valid path between cave entrance and special exits may be blocked off by a wall [MTF]
* FIX: Crash on destroying a specific piece of a certain Manufacturing Module while active [MTF]
* FIX: Was still possible for important NPC allies to stop following into a new map (despite adjustments in previous release) [MTF]
* FIX: Typo in Stasis Generator query [MTF]
* FIX: Data Miner hackware would self-destruct, despite not being an 0b10 bot [GJ]
* FIX: Backup parts auto-identified via refit showed correct name/info if inspected, but still listed as Unknown in parts list until reattached [GJ]
* FIX: Destroying a Network Hub, Energy Cycler, or Phase Generator would not cause the intended effects if unstable at the time of destruction [GJ]
* FIX: UI crash on using a Core Expander while a "G Unit" active [GJ]
* FIX: Removing an incomplete Asb. Biocell Array can drop Cogmind to negative energy [GJ]
* FIX: M Guard AI exhibited odd behavior in combat [GJ]
* FIX: Patrolling ARCs triggered by fire from outside their sight range would not notify deployed robots of the attacker [GJ]
* FIX: Signal Interpreter effect description missing a period [DDarkray]
* FIX: Derelict logs that reveal later map zones would not label exits which happen to be within those zones [DDarkRay]
* FIX: Manual contained obsolete reference to inventory window ASCII display contents [Bacon]
* FIX: Allied AI followers might accidentally step on known hostile traps [Finestep]
* FIX: Under rare circumstances it was possible to load into a new map with an empty parts list [buthix9]
* FIX: Even-length destination names displayed in left-oriented access labels at right edge of map were offset from their target by 1 cell
* FIX: UI crash if ally transferring to new map moved within 500ms of the transfer to a coordinate that doesn't also exist in target map
* FIX: Taking a Self-destruct Interrupter to a map other than where it was found would deactivate its battery timer, allowing unlimited use
* FIX: Reconnecting to O Command terminal under the right conditions would repeatedly award bonus points
* FIX: Destroying two or more Network Hubs reported to the log a bonus lower than actual value
* FIX: "dangerous territory" base commander dialogue kept repeating every time you stepped next to him
* FIX: M. Deconstructor works against machines again (was messed up by special condition added last release)
* FIX: Some generic AIs with scripted attack responses on coming into view would say their dialogue but not actually attack if too far away
* FIX: RMB on undiscovered phase wall would not enter firing mode as expected, meaning it could be used to detect them
* FIX: Dirty Bomb Trap description specified explosive damage but is actually EM
Title: Re: Cogmind (now at Beta 1.1)
Post by: Kyzrati on May 11, 2017, 06:15:05 AM
Just released Beta 1.1, a critical update for anyone who's playing now! Details on the forums (http://www.gridsagegames.com/forums/index.php?topic=786.0).
Title: Re: Cogmind (now at Beta 1.2)
Post by: Kyzrati on May 23, 2017, 12:49:50 AM
Cogmind Beta 1.2 is out! Lotsa QoL as usual--UI stuff plus balance tweaks. Release notes/images (http://www.gridsagegames.com/forums/index.php?topic=786.0).

Beta 1.2 (0.10.170523) changelog:

* NEW: Mouse movement pathfinding automatically avoids non-hostile blocking robots (can deactivate via cogmind.cfg disablePathfindingRobotAvoidance)
* NEW: When combat log detail set to Full, automatically mirrored to left side of map (tweak via cfg: mapCombatLogMaxLength/mapCombatLogDuration)
* NEW: Armor Integrity Analyzers expanded to a full four tiers (+2 items)
* NEW: Particle Chargers expanded to three tiers (+2 items)
* NEW: Added meaning of part info summary ** and + prefixes to manual
* NEW: Manual available online, too: gridsagegames.com/cogmind/manual.txt
* NEW: Allied followers will not chase down Watchers that leave Cogmind's FOV
* NEW: Allied followers will generally avoid taking incredibly circuitous routes when blocked, preferring to wait instead
* NEW: Player and AI pathfinding both avoid traveling through potential cave-in areas where feasible
* NEW: Attempting to fire in view of a Researcher will temporarily block attacks with a warning message, and highlight all such Researchers in view
* NEW: Programmers capable of remotely rewiring disrupted robots
* NEW: Energy restored to full on heading to new map (also fills any energy containers)
* MOD: Rating 10 items show their rating as 'X' in the part list info summary mode (instead of "10")
* MOD: Exp. Actuator Arrays and Exp. Shock Absorption System now classified as prototypes (though never found faulty)
* MOD: Free peeks inside rooms / around corners no longer guaranteed for fast Cogminds gaming the time system
* MOD: Some utility effects no longer stack: Target Analyzers, Armor Integrity Analyzers, Particle Chargers
* MOD: Some Particle Charger/Accelerator effects weakened, also lowered energy upkeep
* MOD: Armor Integrity Analyzer effect no longer applied to AOE attacks
* MOD: Programmers can no longer remotely repel hacks against allies made via direct melee Datajacks
* MOD: Score sheet doesn't list tallies for specific effects of overheating or corruption if zero
* MOD: Scanalyzer Insert Component list no longer displays duplicate items with matching integrity
* MOD: A certain well-known stash has gotten even better
* MOD: EM disruption no longer affects inactive robots
* FIX: May crash if standing adjacent to both a door and its terminal when [redacted] remotely unlocks that door [Sherlockkat]
* FIX: Newest secret map may rarely have an unintended tunnel extending from its exit area [Sherlockkat]
* FIX: Adjustments to Command layout generation in Beta 1 introduced the possibility of requiring travel through a garrison [Sherlockkat, zxc]
* FIX: Potential UI crash if in possession of an Omega Cannon with INFO mode active [Nikola Kolodziejczyk]
* FIX: Dedicated robot destruction codes retrieved from [redacted]'s decrypted terminal stopped working after Alpha 14 [MTF]
* FIX: New cave-in system allowing guaranteed passage through wall-earth-wall tunneling scenarios wasn't working as intended, might cave in [MTF]
* FIX: Was possible for fabrication network matter reserves to fall slightly negative if randomly drained close to zero while a build in progress [MTF]
* FIX: New bonus points for Network Hub destruction tallied incorrectly [GJ]
* FIX: Reversed score sheet ending name (only in header) for two of the seven endings [zxc]
* FIX: The conditions required for a plot-relevant end-game hack that used to be possible to obtain mid-game were no longer possible [zxc]
* FIX: Typo in Thermal Resupply hack name [zxc]
* FIX: Typo "Fabriactor" in new score sheet entry [zxc]
* FIX: Ramming a target off stairs may in some cases fail to immediately ascend [zxc, DDarkRay]
* FIX: Pair of typos in Zion [DDarkRay]
* FIX: Missing space in intel message revealing a single exit to a particular map [Amphouse]
* FIX: A particular encounter in the Mines could make it impossible to exit from one of the two stairs, though still showed the stair label [Senjai]
* FIX: Scanalyzer Insert Component list showed all items with matching name and integrity as broken if the first in inventory was broken [Senjai]
* FIX: Repeat consecutive messages in calculations log did not immediately show their multiplier suffix unless scrolled out of view and back again
* FIX: Super Gauntlet challenge mode could crash on -8/Materials if no Garrison Access generated for that map

(I'll be streaming (http://www.twitch.tv/kyzrati/) a challenge run in 10 minutes or so.)
Title: Re: Cogmind (now at Beta 1.2)
Post by: Kyzrati on May 24, 2017, 12:54:10 AM
I enjoy sharing lots of information about Cogmind's development process, and before the first alpha released two years ago, the main spot for followers to stay up to date on progress was this dev blog.

Sharing early dev stuff can in some cases become a problem later when related features, graphics, or some other aspect of a game are no longer representative of the game, but for me it's never really caused many problems. In fact, it's kinda interesting to even compare Cogmind's very first mockup with how it actually looks today.

(http://www.gridsagegames.com/blog/gsg-content/uploads/2017/05/cogmind_mockup_vs_2017_screenshot.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2017/05/cogmind_mockup_vs_2017_screenshot.png)
Cogmind 2013 mockup vs. 2017 screenshot. Note the older font, and others, are still available, and have a rather significant impact on the look (!), but honestly neither looks incredibly improved upon the other--even old media more or less represents the game today. One exception would be the addition of tiles, which didn't exist during early pre-alpha and I use in about half of demo screenshots and GIFs these days.

There is one issue in particular where old info has come back to haunt me, though: The title logo design.

(http://www.gridsagegames.com/blog/gsg-content/uploads/2017/05/cogmind_logo_12x12.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2017/05/cogmind_logo_12x12.png)
Cogmind's current logo design, new as of... 2015 :P (12x12 cell version)

Back in 2015 I explained the logo design process, showing here on the blog how I used REXPaint (http://www.gridsagegames.com/rexpaint/) to draw layers which were then animated separately in game. (No, I'm not even going to link it, but I'd also prefer to not edit or remove it outright--I believe it has its historical value.)

Some months after that, not too long before the first public release, I revisited the logo and made changes to its shape. Specifically, the original idea was to make the entire thing as square as possible, but the 'D' required a slight adjustment (missing corner) to help distinguish it from an 'O'. In the end that didn't look nicely balanced, so both the 'C' and 'D' got two rounded corners each. (I admit that the current style can still be interpreted as an 'O', but at least the whole thing looks better overall...)

But I wasn't experienced enough at the time to realize that all those PNGs I'd put out there would be enshrined in Google Images to be found by anyone searching for Cogmind's logo to use elsewhere... So in the time since, many people who've gone to create things like cover images for LPs just grab whatever Google Images tells them the logo is (no one bothers with press kits (http://www.gridsagegames.com/press/sheet.php?p=cogmind), it would seem, because Cogmind has lots of proper logo downloads in various sizes available there!).

In the end, there are a lot of incorrect logos being used out there. Some are even using the old 7DRL logo, or the non-ASCII logo used during pre-alpha development. It's basically a mess :P

It's possible that some logo searchers may want to try to save the header from the web site, and in those cases it'd be my fault that I stubbornly insist on using the GIF there, because it's cool :)

(http://www.gridsagegames.com/blog/gsg-content/uploads/2017/05/cogmind_logo_10x10_animated.gif) (http://www.gridsagegames.com/blog/gsg-content/uploads/2017/05/cogmind_logo_10x10_animated.gif)
Cogmind Logo, 10x10 animated version. This was recorded from within the game, which actually animates the logo procedurally rather than itself using a recording, so it's formed slightly differently each time the game is run :)

While it's also possible to screenshot its long static frame, some people might not be set up to do that so easily, and from that source it's only available in one size anyway, whereas logo seekers would like to check for other options as well.

You want more options? I've got more options!

(http://www.gridsagegames.com/blog/gsg-content/uploads/2017/05/cogmind_logo_4x4.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2017/05/cogmind_logo_4x4.png)
Cogmind Logo (size 4) (animated version here (http://www.gridsagegames.com/blog/gsg-content/uploads/2017/05/cogmind_logo_4x4_animated.gif))

(http://www.gridsagegames.com/blog/gsg-content/uploads/2017/05/cogmind_logo_5x5.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2017/05/cogmind_logo_5x5.png)
Cogmind Logo (size 5)

(http://www.gridsagegames.com/blog/gsg-content/uploads/2017/05/cogmind_logo_6x6.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2017/05/cogmind_logo_6x6.png)
Cogmind Logo (size 6)

(http://www.gridsagegames.com/blog/gsg-content/uploads/2017/05/cogmind_logo_8x8.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2017/05/cogmind_logo_8x8.png)
Cogmind Logo (size 8)

(http://www.gridsagegames.com/blog/gsg-content/uploads/2017/05/cogmind_logo_10x10.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2017/05/cogmind_logo_10x10.png)
Cogmind Logo (size 10)

The lesson is, be careful what you put out there, and how you do it :P. At least be aware of what can happen. Some developers are afraid to even put out screenshots or videos of their early progress (which may feature programmer art), lest it become attached to their game forever, though I believe this attitude has been shifting significantly over recent years with the indie boom as more developers share their progress--players are becoming more aware of the dev process and have a better understanding of what WIP means.

That said, I can understand why devs use code names for their projects before a proper release or marketing campaign. On a related note, at the start of pre-alpha I did at least foresee an issue with the old 7DRL stuff interfering with future reception of the game, the older jam version being as inferior as it is, so in 2013 I went and renamed all the original online content as "Cogmind 7DRL" to make the distinction more clear. That much worked out okay.

And yes, this post is a completely unveiled attempt to put more "official" logo images out there :P
Title: Re: Cogmind (now at Beta 1.2)
Post by: Kyzrati on June 14, 2017, 12:58:51 AM
New Article: Cogmind Alpha Year 2 Sales Data (Pre-Steam) (http://www.gridsagegames.com/blog/2017/06/cogmind-alpha-year-2-sales-data-pre-steam/) - A summary of Cogmind's second year of alpha (early access) sales data, including revenue, pricing effects, and a breakdown of development time.

(http://i.imgur.com/Sb0rZ4L.png) (http://i.imgur.com/Sb0rZ4L.png)
Title: Re: Cogmind (now at Beta 1.2)
Post by: Kyzrati on July 01, 2017, 04:08:45 AM
Over on the roguelikes Discord (https://discord.gg/9pmFGKx), Rylan has been making cool full 3D interpretations of Cogmind's ASCII art <3

Shock Maul (sketchfab (https://sketchfab.com/models/37f09e36cb774af1b8895c02462750d2)):

Disruptor Cannon (sketchfab (https://sketchfab.com/models/a56243f40eae4bbbb387e658d356842b))

Sigix Broadsword (sketchfab (https://sketchfab.com/models/00aa4331855545b58dbdbcdca817aee3))

Also, Beta 2 coming next week--the preview is up (http://www.gridsagegames.com/forums/index.php?topic=822.0)!
Title: Re: Cogmind (now at Beta 2)
Post by: Kyzrati on July 05, 2017, 01:32:50 AM
Cogmind Beta 2: "Legend has it..."

It's Beta++! The huge Beta 1 release already finished up the story and included some major content updates, while Beta 2 is all about QoL, gameplay tweaks, and making a bunch of (mostly tiny) fixes. For the full release notes with extra detail, see here (http://www.gridsagegames.com/forums/index.php?topic=825.0).

The full Cogmind Beta 2 (0.10.170705) changelog:

* NEW: Export discovered lore collection to TXT, HTML, or CSV for external reading/processing
* NEW: "Lore Collection" and "Item Gallery" manual subsections under Advanced UI, explaining the seek feature and more
* NEW: Support for alternative keyboard layouts (foreign kb support incomplete, but includes presets for Dvorak and Colemak)
* NEW: Command rebinding (currently supported via cfg only, see forums)
* NEW: Battery-based non-part items display remaining power in both inventory list and in on-map name labels
* NEW: Active Stasis Trap fields absorbing damage also have their field strength reduced, and the value is carried across extractions and reinstallations
* NEW: Scan window, item info, inventory info, and on-map labels report field strength of Stasis Traps in item form
* NEW: Optional confirmation required for melee attacks against neutral or inactive targets (on by default, toggle via cfg: ignoreNeutralMeleeConfirmation)
* NEW: HUD energy and matter readouts show total resources stored in inventory containers (tactical HUD mode only)
* NEW: Mouse users can fire guided weapons at open spaces and non-FOV locations without using the keyboard by left-clicking on last waypoint
* NEW: Using up all guided weapon waypoints automatically fires on selecting the next target location, regardless of contents
* NEW: When a guided weapon's waypoint limit is reached, the last one placed appears yellow instead of green
* NEW: Hostile AI may sometimes partially spot targets off their own turn (details in manual)
* NEW: Cloaking Devices also reduce chance of being spotted by hostile AIs when not their turn
* NEW: Sentry AI investigates most recent target's last known position before returning to post (they used to cut out early)
* NEW: Additional Triangulator effect allowing prediction of hostile AI paths
* NEW: Added transmission jamming immunity to some prototype robots and NPCs
* NEW: Transmission Jammer capable of suppressing any visible alarm trap within range, regardless of how it was triggered
* NEW: Weapon stat comparisons show numerical difference between EM spectrums, rather than abbreviations (still colored white because subjective)
* NEW: Thermal weapon info displays precise amount of heat transfer
* NEW: Several more score sheet entries
* NEW: Optionally have program store /user/ data in your OS user directory ("-nonportable" command line option)
* NEW: 1 more Trojan() hack (secret)
* NEW: All winning challenge mode runs get additional 7000 bonus points
* NEW: Successfully rewiring a robot/trap blocks further input for 1s (i.e. safely hold a move key) (deactivate via cogmind.cfg: noRewireRepeatProtection)
* NEW: Attempting a bump melee attack in view of a Researcher temporarily blocks the attack with a warning message, highlighting all Researchers in view
* NEW: Negative score adjustments for friendly fire
* NEW: A few straggler Alpha supporter names registered since Beta 1 added to in-game list (see Credits menu)
* MOD: All grenades' accuracy increased, range decreased
* MOD: Triangulator and Structural Scanner energy cost lowered to 1
* MOD: Plasma Cutter delay increased from 20 to 100
* MOD: Weight Redist. System (both variants) mass support increased by 1
* MOD: worldSeed value in cogmind.cfg ignores ` character in case entered manually
* MOD: Added explicit info to manual notes section about incompatibility with foreign language characters
* MOD: Potential Cannons' info displays both projectile and explosion stats
* MOD: Adjusted 0b10 responses to jamming or attacking a Garrison Access point
* MOD: Score sheet "Fabricated" list no longer includes parts built automatically
* MOD: Index(Machines) difficulty slightly increased
* MOD: Enumerate(Maintenance) hack always excludes Operators
* MOD: Tweaked robot demographics in Materials
* MOD: Reclamation Units now provide a static amount of matter rather than at a rate based on integrity
* MOD: "Central database compromised" effect reflected by a new global ALERT, and investigation
* MOD: Updated some A7 dialogue to better reflect newer lore
* MOD: Severing-type attacks now work on Backup parts
* MOD: Drones and fabricated robots no longer cleanly drop severed parts
* MOD: Player-reprogrammed and -installed traps will also target hostile derelicts and other non-0b10 enemies
* MOD: Reduced effectiveness of some "integrated consumables" (vague because spoilers)
* MOD: Win speed bonus not applicable if any challenge modes active
* MOD: Major NPCs immune to part stripping and Blade Traps also now immune to Segregators
* MOD: Increased "High Alert Combat Kills" bonus score rates, and lowered threshold to alert level 2
* MOD: Increased "Follower Combat Kills" bonus score rate
* MOD: Critical hits on props no longer automatically destroy them (no special effect)
* MOD: Ramming and melee attacks against adjacent targets from a stationary (momentum-free) situation made at 0 momentum rather than 1
* MOD: Moving diagonally to the direction of current cumulative momentum reduces it by 1 rather than resetting it
* MOD: Kill streak counter now only counts enemies towards tally
* FIX: A certain random dialogue referenced a pre-change version of an NPC name [MTF]
* FIX: Score sheet "Damage Taken" was including damage sustained by all robots, not just Cogmind [zxc]
* FIX: A certain major NPC's terminal records appeared out of order in lore collection UI [zxc]
* FIX: Was no additional extermination dispatch delay benefit from disabling more than one garrison [zxc]
* FIX: If devolution challenge mode removes storage unit, inventory contents could temporarily exceed capacity on entering a new area [zxc]
* FIX: Despite Beta 1 fix, was still one condition under which a dropped Storage Unit causing inventory overflow would be dropped on another item [zxc]
* FIX: Typo in Log L.VFLK3RLK entry [zxc]
* FIX: Exp. Field Recycling Units in inventory would show a value in parenthesis, suggesting what it is [zxc]
* FIX: Zhirov encounter score sheet entry stopped working in Archives [zxc, GJ]
* FIX: Infinite intercept squad dispatches possible if waiting during the turn they are dispatched [zxc, GJ]
* FIX: Stasis Generator glow effect for affected robots would draw to other sections of map if panned robots out of view [GJ]
* FIX: Stasis Generator may still affect target around a corner given certain layouts [GJ]
* FIX: Message log crash if final shot of an entropic weapon consumed by a misfire [GJ]
* FIX: Toggling between two guided weapons in targeting mode after setting waypoints would enable more waypoints beyond weapon limit [GJ]
* FIX: Targeting a non-FOV space with guided weapons in mouse mode revealed whether it contains a blocking object, e.g. robot or closed door [GJ]
* FIX: Killing two special NPCs via a unique method allowed them to reappear at a later plot point [GJ]
* FIX: Activating even non-weapon items automatically deactivated an active guided launcher [GJ]
* FIX: Disruption-capable weapons could "deactivate" non-togglable parts [GJ]
* FIX: Last line of Imprinter Dialogue 1 cut off in lore collection record [Gexgekko]
* FIX: Hacking UI crash if defensive hackware protects against an effect, but is then itself destroyed by a secondary feedback effect [Sherlockkat]
* FIX: Item schematic list was no longer dimming name prefixes [Sherlockkat]
* FIX: Manual crashes in game if foreign language/non-ASCII characters added to file manually (now ignored) [Gobbopathe]
* FIX: Attempting to trigger already active stasis trap at current position would show warning message, even though impossible [DDarkRay]
* FIX: Three typos in manual [DDarkRay]
* FIX: Trojan to reduce fabrication matter drain was not fully effective [Rylan]
* FIX: Spellchecked complete lore export and fixed a number of typos
* FIX: Entering targeting mode with autoloaded waypoints for a different guided weapon retained them even if count exceeded new weapon's limit
Title: Re: Cogmind (now at Beta 2)
Post by: Kyzrati on July 06, 2017, 02:19:42 AM
I've done the usual analysis and summary of stats (http://www.gridsagegames.com/forums/index.php?topic=205.msg6245#msg6245) collected from players over the previous version.

Lots of interesting findings...
(http://i.imgur.com/EcisQMG.png) (http://i.imgur.com/EcisQMG.png)
(ASCII percentage went down :'( :P)
Title: Re: Cogmind (now at Beta 2)
Post by: militbaz on July 10, 2017, 12:46:28 PM
I've done the usual analysis and summary of stats (http://www.gridsagegames.com/forums/index.php?topic=205.msg6245#msg6245) collected from players over the previous version.

Lots of interesting findings...

(ASCII percentage went down :'( :P)

Read more (https://kitchenlola.com/) | Headphonepit (http://headphonepit.com/)

Great analysis. Can't believe ASCII has such low percentage in 2017,  should be at least 50 %. I've just started on Beta 2 and I'll be looking forward to those stats.
Title: Re: Cogmind (now at Beta 2)
Post by: Kyzrati on July 10, 2017, 01:24:26 PM
Hey militbaz, thanks :D

I'm quite curious what the ASCII% will become once it's on Steam, ha.

That said, it could be even lower now (or higher?) but I only have stats for opt-in players since I don't want to turn uploads on by default (although some players really want me to for More Data :P).
Title: Re: Cogmind (now at Beta 2.1)
Post by: Kyzrati on July 18, 2017, 10:37:20 AM
Beta 2.1 is out! Changelog and release notes are here (http://www.gridsagegames.com/forums/index.php?topic=824.0).

Item info directly accessible from the item gallery:

Animation for activating one of the new items:
Title: Re: Cogmind (now at Beta 2.1)
Post by: Legend on July 19, 2017, 04:18:00 AM
I really hope this can make it's way to GOG.
Title: Re: Cogmind (now at Beta 2.1)
Post by: Kyzrati on July 19, 2017, 04:58:11 AM
Maybe eventually! I've deprioritized GOG for now because I couldn't get any answers back from them on business-related stuff, so if Cogmind makes it there it'll be after Steam.
Title: Re: Cogmind (now at Beta 2.1)
Post by: Tzan on July 19, 2017, 04:55:11 PM
Do you have firmer idea on a Steam release date?
Title: Re: Cogmind (now at Beta 2.1)
Post by: Kyzrati on July 20, 2017, 02:13:03 AM
Was going to start getting ready this week, but had a sudden health setback. Will probably start next week, and it'll take a minimum of 6-8 weeks before it can launch on Steam, depending on a lot of external factors I don't know about yet. I wanted to release over summer but lots of non-dev issues have gotten in the way, but now I don't want it to slip into the end of the year since that's not a great time to release, so the clock is ticking!

I'll of course make an announcements once I know anything for sure.
Title: Re: Cogmind (now at Beta 2.1)
Post by: Kyzrati on July 26, 2017, 12:17:09 AM
New Article: Beyond the Design Doc: Unplanned Cogmind Features (http://www.gridsagegames.com/blog/2017/07/beyond-design-doc-unplanned-cogmind-features/) - A retrospective on Cogmind development from Alpha to Beta, examining the many features not mentioned in the design doc and why they were introduced.

Title: Re: Cogmind (now at Beta 2.1)
Post by: Kyzrati on August 04, 2017, 01:34:48 PM
Pilcrow has made some new fonts and tilesets (http://www.gridsagegames.com/forums/index.php?topic=841.0) for the Cogmind 7DRL (http://cogmindrl.blogspot.com/p/files.html)!

Sample screenshot of one of the options <3
(many more samples on Pilcrow's github)

And there's even a symbolic "binary" mode for those crazy enough to use it--suits the theme!
(I might have to add a mode like this to the new Cogmind just for fun...)
Title: Re: Cogmind (now at Beta 2.1)
Post by: Kyzrati on August 19, 2017, 02:16:49 AM
I've posted an update on Cogmind's dev status (http://www.gridsagegames.com/forums/index.php?topic=845.0), explaining more about the temporary hiatus that's been pushing back the Steam launch despite the game itself being ready. In short: Doing everything I can to recover but still unable to work for now :/

(Also: My dev blog made a top 50 list :D)
Title: Re: Cogmind (now at Beta 2.1)
Post by: Tzan on August 19, 2017, 04:23:45 PM
I think if I had to write even half as many words as you have, to get any attention, I would get a concussion  ;)

Good luck with things.

My stupid advice:
If its really 100% ready for Steam, just release it, then get back to updates when you can.
Most games dont get them anyway, and nobody is going to get any anyway until you are healthy.
Title: Re: Cogmind (now at Beta 2.1)
Post by: Kyzrati on August 20, 2017, 01:15:13 AM
Hehe, yep I do write a lot of words, though at least you get better at it over time and it becomes easier as a result :)

I plan to release to Steam as EA, and with that status comes the expectation of updates, so it's not like a 1.0 where there could technically be fewer updates, or a longer wait between them. No updates now is less of an issue with the reduced exposure.
Title: Re: Cogmind (now at Beta 2.1)
Post by: Tzan on August 20, 2017, 04:05:32 PM
Ah, I see.
I thought you were releasing as final + updates.
Title: Re: Cogmind (now at Beta 2.1)
Post by: Kyzrati on September 08, 2017, 02:33:43 PM
I'm getting "better enough to work again," so things are going to start happening soonish. Steamy things. Full update about what's been going on here (http://www.gridsagegames.com/forums/index.php?topic=879.0), including some alternative wall images I put together just for fun, like these oriented line walls (highlighted with a terrain scanner for double the fun!):

Title: Re: Cogmind (now at Beta 2.1)
Post by: Kyzrati on September 15, 2017, 01:15:09 PM
Well, it's been over two years so I finally updated the gifs shown in the OP!

(https://i.imgur.com/6x3TMuq.gif) (https://i.imgur.com/6x3TMuq.gif)
Various destructive scenes...

(https://i.imgur.com/kpPqdMT.gif) (https://i.imgur.com/kpPqdMT.gif)
Some inventory management with ASCII art and... destruction and repair :)
Title: Re: Cogmind (now at Beta 2.1)
Post by: Kyzrati on September 22, 2017, 01:49:55 PM
I pressed The Button.

Also, first, a new release is around the corner. Some more details about what's going on here (http://www.gridsagegames.com/forums/index.php?topic=886.0), but as usual I'll post the changelog in this thread when it's available.
Title: Re: Cogmind (now at Beta 2.1)
Post by: Tzan on September 22, 2017, 02:57:42 PM

He pressed the button!

Good luck.
Title: Re: Cogmind (now at Beta 2.1)
Post by: Kyzrati on September 27, 2017, 05:32:05 AM
Cogmind Beta 2.2 "Shields for All" is out, with revamped treads, wheels, and... shields :D. Basically they're all more fun and useful. Also 17 new items!

Release notes/images (http://www.gridsagegames.com/forums/index.php?topic=824.msg6445#msg6445).

Beta 2.2 (0.10.170926) changelog:

* NEW: 17 new items (several with new mechanics)
* NEW: 2 new minor encounters in Mines
* NEW: Many terminals now also contain random item schematics
* NEW: Hack failure output also displays the chance of success, including for indirect hacks
* NEW: "Survival Tips" added to beginning of manual, including in-game reminders to check them out
* NEW: Researchers also react to spotting ramming/kicking/crushing attacks
* NEW: Attempted ramming/kicking/crushing attacks in view of a Researcher displays warning, as with other attacks
* NEW: run.log records the number of loaded rebinds and keyboard layout changes
* NEW: A few straggler Alpha supporter names registered since Beta 2 added to in-game list (see Credits menu)
* MOD: All multislot parts immune to severing
* MOD: Swapped support of Imp. Q-thruster and Cld. Q-thruster
* MOD: Cmb. Antigrav System coverage lowered from 55 to 35
* MOD: Hyp. Gauss Rifle and Hyp. Railgun recoil set to 1
* MOD: Adjustments to lore CSV and HTML output to avoid confusion between two particular categories with the same name
* MOD: Removed all references to "direct fire" weapons from utility effect descriptions to avoid confusion
* MOD: Ramming/kicking/crushing damage is capped at 100, before the damage roll
* MOD: Remote Shield Generators renamed to Remote Shields
* MOD: Remote Shield (and similar utility) effects no longer stack with each other, regular Force Fields, or other shielding effects
* MOD: VFP coverage tripled
* MOD: Art for many shield utilities swapped around to suit new sets
* MOD: Energy Mantle renamed to Remote Force Field
* MOD: Quantum Shroud renamed to Energy Mantle
* MOD: Looping through Access-depth Garrisons no longer advised
* MOD: Network Hub bonus increased, but multiple hubs provide diminishing returns
* MOD: On-map item labels always show rating where applicable, even if Tactical HUD off
* MOD: Robot salvage in caves does not self-destruct in the easiest difficulty mode
* MOD: "Armored" items renamed to use "Arm." new prefix
* MOD: Removed Com. Heavy Treads
* MOD: Dur. Treads and Dur. Medium Treads replaced by Armored variants
* MOD: Spiked and Heavy tread variants now move at same base speed as regular treads
* MOD: Base penalty for overweight treads increased from 20 to 30
* MOD: Heavy tread variants have increased support
* MOD: Many special tread-based robot variants switched to new types of treads
* MOD: Most wheel stats adjusted, particularly even lower overweight penalty and somewhat lower coverage
* MOD: Imp. Spread Laser range increased from 8 to 10
* MOD: Ambush traps no longer appear in Materials
* MOD: Allied drones ordered to return to their bay will always do so even if under fire and otherwise attempting to flee
* MOD: Tutorial message memory no longer completely resets itself when new additions are made (file format changed)
* FIX: Opening a hacking window within 5s of loading a game that logs an internal warning shows a line of garbled characters behind window [DDarkRay]
* FIX: Crash on triggering a trap while sound card disabled [mungomongol8]
* FIX: Crash if Phasing AFG resulted in an item overlapped with a non-cardinally adjacent door attempting to close [GJ]
* FIX: Crash if allied drone parked at edge of map view spotted a self-destructing part just outside view [GJ]
* FIX: Tread crushing effect description did not cap chance value, causing largest tread type in world to display incorrect percentage [GJ]
* FIX: Schematic(Matter) was accessible via indirect hack (albeit meaningless) [GJ]
* FIX: Rewiring of disrupted robots via datajacks was possible even on hack-immune bots [GJ]
* FIX: Relative value coloring of regenerative plating inverted [GJ]
* FIX: Cannibalization Units could in some cases restore parts to greater than max integrity [GJ]
* FIX: Actual botnet effect was lower than advertised in the tooltip [GJ]
* FIX: Newly allowed inventory item ID retention on core reset was also identifying previously unknown prototypes [Sherlockkat]
* FIX: A random dialogue encounter still referenced an old renamed NPC class [Sherlockkat]
* FIX: An earlier adjustment to a Zion encounter could cause certain allies to join before intended contingent on map layout [Sherlockkat]
* FIX: Typo in newly added dialogue [Sherlockkat]
* FIX: Typo in lore export category named after a major NPC [lsend]
* FIX: Multiple core resets would erase artifact knowledge without restoring it [lsend]
* FIX: Missing period in Propulsion Shielding description [Amphouse]
* FIX: Prototypes, Schematic(), and Analysis() terminals hacks listed incorrect chance of success (somewhat lower than advertised)

Also hopefully this week there will be more news on the Steam front. (I'm waiting for them to get back to me...)
Title: Re: Cogmind (now at Beta 2.2)
Post by: Kyzrati on September 27, 2017, 11:34:30 PM
Things are in motion! Cogmind is officially coming to Steam, with a new store page (http://store.steampowered.com/app/722730/Cogmind/) already set up and everything.

The official launch is set for October 16th, 6pm PDT.

Check out the Coming Soon (http://store.steampowered.com/app/722730/Cogmind/) page for more info, and to wishlist it if you'd like to be notified by Steam. (I'll of course be posting my own announcements everywhere.)

As mentioned before, Cogmind is coming to Early Access so it's technically not a "full launch." Cogmind is already a very complete experience--fully playable, balanced, and generally free of bugs, filled with tons of content and even seven endings to discover. So why EA? Basically I have a lot more stuff I'd like to add if possible, including major extra features, and declaring it EA is one way to signal that. (The full EA spiel can be found on the Steam page.)

In the meantime, I'm working on putting together a Steam build, and all the other required announcements, marketing stuff, and whatnot. Let me know if you have any favorite streamers/LPers in mind that would be appropriate to contact about playing Cogmind. I have an old list I'll be referencing, and some have contacted me already, but I'll be on the lookout for more in the days to come.

Thanks everyone for your support so far, and I'm hoping when the time comes you'll review Cogmind on Steam to help convince prospective players that it's a project worth supporting! More support means more features :D

Spreading the word would be a great help as well!

Here we go!
Title: Re: Cogmind (now at Beta 2.2)
Post by: Kyzrati on October 03, 2017, 01:03:03 AM
New Article: Prepping for Steam (http://www.gridsagegames.com/blog/2017/10/prepping-for-steam/) - An overview of the process behind preparing a game for release on Steam.

Title: Re: Cogmind (now at Beta 2.2)
Post by: Kyzrati on October 03, 2017, 10:57:36 PM
Aw yeah, Cogmind happens to get coverage in PC Gamer at just the right time...
These 3 roguelikes are pushing the genre's boundaries while remaining true to its roots (http://www.pcgamer.com/these-3-roguelikes-are-pushing-the-genres-boundaries-while-remaining-true-to-its-roots/)
Title: Re: Cogmind (now at Beta 3)
Post by: Kyzrati on October 17, 2017, 12:45:27 AM
Cogmind Released on Steam
[Cross-posted from the devblog here (http://www.gridsagegames.com/blog/2017/10/cogmind-released-steam/)--follow link for better formatting and light-on-dark style.]

It's finally happened. After over four years and more than 8,000 hours of work, Cogmind has just been released on Steam (http://store.steampowered.com/app/722730/cogmind/) :D

"Released" but Early Access. Some say that as soon as you release on Steam, EA or not, that's it--you only really get one launch and the "full release" won't make as big a splash later. That's fine, since Cogmind is a very complete experience and it's time for anyone who's been waiting for this opportunity to jump in.

There are of course a lot of people who don't have much faith in Early Access games, but as long as they're interested in the concept of Cogmind I don't think it'll be too hard to win them over while we spend the coming months adding optional features and content, especially considering the amount of development already allocated to ensuring maximum polish.

(https://i.imgur.com/CnHvbx9.gif) (https://i.imgur.com/CnHvbx9.gif)
Break out the fireworks! (Or missiles, depending on how you look at them :P)

Thanks to everyone who's helped make this possible! Cogmind has come way beyond what it would have been without as much support as everyone's provided over the years, be it financial, spreading the word, or offering feedback and suggestions. A few months back I shared a lengthy rundown of features that didn't have to happen but have certainly made Cogmind better for it (http://www.gridsagegames.com/blog/2017/07/beyond-design-doc-unplanned-cogmind-features/), features that you all made possible.

(https://i.imgur.com/TSU7djW.png) (https://i.imgur.com/TSU7djW.png)
A logo image recently put together while preparing for Steam (http://www.gridsagegames.com/blog/2017/10/prepping-for-steam/).

Cogmind feature highlights, as it launches into the wild on Steam:
(https://i.imgur.com/WOHA7Hm.gif) (https://i.imgur.com/WOHA7Hm.gif)
Composite demo of various Cogmind features.

Other interesting points regarding design and development:
(https://i.imgur.com/WwI3Lj7.gif) (https://i.imgur.com/WwI3Lj7.gif)
Cogmind inventory management demo with bonus ASCII destruction and repair :)

Alpha Supporters
I've sent out emails to alpha supporters who bought back when a Steam key was promised as part of those tiers. So check your inboxes (and spam, just in case) and email me at gridsagegames@gmail.com if you were supposed to receive a key but did not. Note that my response time might be a little slower than usual due to a much higher volume of activity around release time.

Those of you migrating from DRM-free to Steam can import your settings and metadata as usual (http://www.gridsagegames.com/forums/index.php?topic=11.0). After installing via Steam, open the Steam-installed local files and copy over your old Cogmind /user/ directory into the new one. That's it. It will automatically update from then on for subsequent versions.

A little Beta 3 was put out last week to coincide with this Steam launch, so anyone not on Steam will want to update manually. See the announcement (http://www.gridsagegames.com/forums/index.php?topic=898.0) for notes on that.

For those of you who bought ages ago just to support development and are only now being reminded you own the game but never registered your copy, therefore your name doesn't appear in the supporters list (or more importantly the art gallery if you bought that early), go back to your original download email and use the linked form to register. There are still quite a few unclaimed items in the gallery, mostly because a lot of you probably didn't notice the form link (just a couple quick fields to fill out, otherwise I don't know what name you want to use!). After some time on Steam I'm going to have to reallocate remaining unclaimed items to other players!

Purchase Options
Although Cogmind is now available on Steam (http://store.steampowered.com/app/722730/cogmind/), it will also always be available for sale from my website (http://www.gridsagegames.com/cogmind/buy.html) as well, and the DRM-free version will continue to receive the same updates (though technically the two versions are slightly different packages).

In the near term, however, as has been indicated on the buy page for a little while now, direct purchases will NOT include a Steam key.

A big part of the reason is to encourage purchases from Steam to help push up the overall review score. Everyone playing Cogmind on Steam please take some time to leave reviews! They're vital for encouraging more sales, and more sales is how we're going to get more features!

Further down the line this key policy could change, but it depends on a lot of factors and we'll have to see how things play out. So if you haven't bought Cogmind yet and are interested in doing so to play on Steam, buy from Steam (http://store.steampowered.com/app/722730/cogmind/). For a DRM-free non-Steam version instead buy direct here (http://www.gridsagegames.com/cogmind/buy.html).

GOG I'm not sure about, because despite proactively expressing interest in Cogmind they haven't responded to my later emails, so for now I've decided to shelve that route.

There hasn't yet been a whole lot of advance press coverage about Cogmind's Steam release, partially because I requested that most influencers hold off on their coverage until on or after the actual release date, though I'm still not sure what kind of reception we'll see since Cogmind is pretty niche, after all. Some pre-release happenings:
Gonna have to rely on word of mouth and continued updates to get attention! :D

If you have any favorite LPers/streamers you'd like to see try Cogmind, or a reviewer who's opinion you'd like to read, let them know! I've already written to several, but I can't possibly find them all (and I imagine lots probably won't notice my email anyway, but if some of their fans let them know that can be even more powerful than me self-promoting my way into their inbox).

(https://i.imgur.com/6AB3Qga.gif) (https://i.imgur.com/6AB3Qga.gif)
Cogmind combat demo with particle effects.
Title: Re: Cogmind (now at Beta 3)
Post by: Tzan on October 17, 2017, 03:21:19 AM
I'll be getting it soon.
Title: Re: Cogmind (now at Beta 3)
Post by: Kyzrati on October 17, 2017, 03:47:57 AM
Awesome :). It's doing pretty well right now apparently. #3 on Indie top sellers list <3
Title: Re: Cogmind (now at Beta 3)
Post by: AgingMinotaur on October 17, 2017, 10:22:13 AM
Congratulations, and best of luck!

As always,
Title: Re: Cogmind (now at Beta 3)
Post by: Kyzrati on October 17, 2017, 10:34:53 AM
Thanks AgingMinotaur :)

It dropped down to the second page before too long, but it even appeared on the front page for a short while, too. And in general it's doing okay. Not bad for "EA" :P
Title: Re: Cogmind (now at Beta 3)
Post by: Tzan on October 17, 2017, 04:06:41 PM
Oct 7th 12noon eastern US

New/Trending #2
Top Sellers #10
Specials #7

Early Access
New/Trending  #1
Top Sellers #1

New/Trending #1
Title: Re: Cogmind (now at Beta 3)
Post by: Kyzrati on October 17, 2017, 11:28:53 PM
Thanks for the info, Tzan! Still doing okay I guess. Whew that was a long day for me yesterday--and now I just got up and inbox is way full xD
Title: Re: Cogmind (now at Beta 3)
Post by: Legend on October 19, 2017, 12:17:17 AM
Any chance it will be hitting GOG too?
Title: Re: Cogmind (now at Beta 3)
Post by: Kyzrati on October 19, 2017, 07:24:42 AM
Not anytime soon, no (I mentioned it in the announcement under payment options).
Title: Re: Cogmind (now at Beta 3)
Post by: jim on October 25, 2017, 07:22:45 PM
Congratulations on the release, Kyzrati - I hope you die rich AF (many years from now). :)
Title: Re: Cogmind (now at Beta 3)
Post by: Kyzrati on October 26, 2017, 12:55:30 AM
(many years from now). :)
hahahaha :P

Yeah this won't make me rich or anything, but I can definitely get by and keep developing, which was the purpose. I'm familiar with some of the revenue numbers from similar games out there and can confidently say that while this won't bring in a ton of funds, at least I don't have to worry about running out in the near term! Yay more writing and more roguelikes!
Title: Re: Cogmind (now at Beta 3)
Post by: Kyzrati 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 (http://steamcommunity.com/games/722730/announcements/detail/1462968031136449265) :D
Title: Re: Cogmind (now at Beta 3)
Post by: Kyzrati on November 04, 2017, 01:10:56 AM
SITREP Saturday #2: Cloudy with a Chance of Saves (http://steamcommunity.com/games/722730/announcements/detail/1462968834896724486).

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:
Title: Re: Cogmind (now at Beta 3)
Post by: Kyzrati on November 11, 2017, 12:40:04 AM
SITREP Saturday #3: YAQOL (http://steamcommunity.com/games/722730/announcements/). 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
Title: Re: Cogmind (now at Beta 3)
Post by: Kyzrati 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 (http://www.gridsagegames.com/forums/index.php?topic=953.0).

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 (http://www.twitch.tv/kyzrati/) in a bit.) Done! (https://go.twitch.tv/videos/200574775)
Title: Re: Cogmind (now at Beta 3.1)
Post by: Kyzrati on November 20, 2017, 03:27:08 PM
New Article: Data and Thoughts from a Month on Steam (http://www.gridsagegames.com/blog/2017/11/data-thoughts-month-steam/) - A comprehensive summary of Cogmind's first month on Steam, taking a look at reception, rankings, traffic, sales, and more.

Title: Re: Cogmind (now at Beta 3.1)
Post by: Tzan on November 20, 2017, 05:46:57 PM
Thanks for the info, interesting stuff.
Title: Re: Cogmind (now at Beta 3.1)
Post by: Kyzrati on December 12, 2017, 01:06:13 AM
AnothYear 4 of the Cogmind (http://www.gridsagegames.com/blog/2017/12/year-4-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!

Title: Re: Cogmind (now at Beta 3.1)
Post by: Kyzrati on December 16, 2017, 12:29:48 AM
The latest SITREP (http://steamcommunity.com/games/722730/announcements/detail/2794912063240586045) 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 (http://www.indiedb.com/groups/2017-indie-of-the-year-awards/top100#vote36053) which is open for a few more days :)
Title: Re: Cogmind (now at Beta 3.1)
Post by: Kyzrati 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 (http://www.gridsagegames.com/forums/index.php?topic=989.0).

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:
Title: Re: Cogmind (now at Beta 4)
Post by: Kyzrati on December 29, 2017, 12:39:42 AM
New Article: Player Metrics: Stats and Preferences on and off Steam (http://www.gridsagegames.com/blog/2017/12/player-metrics-stats-preferences-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
Title: Re: Cogmind (now at Beta 4)
Post by: Kyzrati on December 30, 2017, 12:47:15 AM
SITREP Saturday #8: Data Stream (http://steamcommunity.com/games/722730/announcements/detail/1578940707980767187) - Busy week filled with stats!

Title: Re: Cogmind (now at Beta 4)
Post by: Kyzrati on January 06, 2018, 12:40:01 AM
SITREP Saturday #9: Secrets (http://steamcommunity.com/games/722730/announcements/detail/1578940708013460345) - New items, new mechanics, new... secret stuff :)

Title: Re: Cogmind (now at Beta 4)
Post by: Kyzrati on January 11, 2018, 01:36:38 AM
New Article: Color Customization (http://www.gridsagegames.com/blog/2018/01/color-customization/) - An overview of Cogmind's upcoming render filter system, including its implementation and related features such as custom color schemes.

Title: Re: Cogmind (now at Beta 4)
Post by: Tzan 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.

Title: Re: Cogmind (now at Beta 4)
Post by: Kyzrati 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
Title: Re: Cogmind (now at Beta 4)
Post by: Kyzrati on January 13, 2018, 12:41:19 AM
SITREP Saturday #10: Rainbowmind (http://steamcommunity.com/games/722730/announcements/detail/2731864299236675086) - Color customization, visible map borders, Wiki updates, 7DRL...

Title: Re: Cogmind (now at Beta 4)
Post by: Tzan on January 13, 2018, 03:45:03 PM
Your link points to #9
Title: Re: Cogmind (now at Beta 4)
Post by: Kyzrati on January 14, 2018, 12:42:00 AM
Whoops, links are hard xD. Fixed (http://steamcommunity.com/games/722730/announcements/detail/2731864299236675086)!
Title: Re: Cogmind (now at Beta 4)
Post by: Kyzrati on January 19, 2018, 11:59:53 PM
SITREP Saturday #11: Feature Request (http://steamcommunity.com/games/722730/announcements/detail/1651000839368242460) - Yet tons more new stuff coming to Beta 5, out next week!

Title: Re: Cogmind (now at Beta 5)
Post by: Kyzrati on January 24, 2018, 12:49:52 AM
Cogmind Beta 5 "Zionic Revolution" is out! Featuring interesting changes to your potential Zion allies, new NPCs, items and mechanics, and color customization along with lots and lots (and lots) of QoL.

It's another big one.

For the full release notes and feature demo images, see here (http://steamcommunity.com/games/722730/announcements/detail/1651001473410060642).

Cogmind Beta 5 "Zionic Revolution" (0.10.180124) changelog:
Title: Re: Cogmind (now at Beta 5)
Post by: Nikolai on January 25, 2018, 01:01:17 PM
Holy, sweet monkey, Kyzrati!  You are a machine!  How on Earth do you manage to generate such a volume of high-quality content every single release?
Title: Re: Cogmind (now at Beta 5)
Post by: Kyzrati on January 25, 2018, 01:29:30 PM
One must become the machine... to make a roguelike about so many robots.

Seriously though, this is my full-time job so I'm sorta "cheating" :P

I do put a lot of hours in, though, 190 in the 30 days it took to produce this release. Gotta stay dedicated to the cause!

The next release won't be quite so fast because I need to finally take some time out for things I keep putting off in order to get releases out, and also because I'd like to do a 7DRL in March :D
Title: Re: Cogmind (now at Beta 5)
Post by: Kyzrati on February 03, 2018, 12:53:46 AM
SITREP Saturday #12: The Next Big Thing (http://steamcommunity.com/games/722730/announcements/detail/1657757502227504230) - Achievements are coming, and tons of stats from Beta 4!

Title: Re: Cogmind (now at Beta 5)
Post by: Kyzrati on February 10, 2018, 12:48:44 AM
This week in development was mostly about achievements. The finalized list for our first batch includes 255 of them o_O. Yesterday I was working on ASCII icons for every one...
Title: Re: Cogmind (now at Beta 5)
Post by: Kyzrati on February 16, 2018, 10:45:22 PM
SITREP Saturday #13: 6.81 Seconds (http://steamcommunity.com/games/722730/announcements/detail/3025727250374581233) - Achievement icons, optimizing startup with multithreading, and more :)


(Also Cogmind happens to be 10% off right now.)
Title: Re: Cogmind (now at Beta 5)
Post by: Kyzrati on February 24, 2018, 01:48:45 AM
Busy week!

I added a fourth type of map panning, of the RTS variety where you put the cursor against the edge of the screen.

But the biggest progress was made in the area of achievements... all 256 are now decided and listed in the game data, but still have to be implemented xD

I also did a mockup of the achievements UI, also still to be actually implemented...
I like it though, pretty and functional :D (Note that the icons don't actually match the achievements, and there are duplicate names--this is just a mockup so I wasn't worrying about everything being logical/perfect :P)

That's the latest one, where an earlier version was using my original darker version for locked/unknown achievement icons which I don't think looks quite as good in context? Not 100% sure...

At size 14 I also added an IBM VGA font for the map ASCII. Now there's some nostalgia!
Title: Re: Cogmind (now at Beta 5)
Post by: Kyzrati on March 17, 2018, 01:02:48 AM
SITREP Saturday #15: "Interlude" (http://steamcommunity.com/games/722730/announcements/detail/2730744078779911265) - Style achievements icons, community updates, and a a new Cogmind-ish game!

Title: Re: Cogmind (now at Beta 5)
Post by: Kyzrati on March 21, 2018, 02:10:06 AM
Heads up that I posted the first part of my 7DRL postmortem (http://forums.roguetemple.com/index.php?topic=5547.msg51047#msg51047) over in the POLYBOT-7 thread, worth mentioning here because it has a lot to do with Cogmind! The series will be detailing how I converted this into a different experience for the jam.
Title: Re: Cogmind (now at Beta 5)
Post by: Kyzrati on March 24, 2018, 12:21:12 AM
SITREP Saturday #16: "Business as Usual" (http://steamcommunity.com/games/722730/announcements/detail/1655510141326256259) - Progress/Challenge achievements icons, achievement categories, and postmortem talk!

Title: Re: Cogmind (now at Beta 5)
Post by: Kyzrati on March 31, 2018, 12:38:51 AM
SITREP Saturday #17: "LOW_CONTRAST" (http://steamcommunity.com/games/722730/announcements/detail/1654384966952752150) - Event achievement icons, low-contrast improvements, and lots of other stuff.

Title: Re: Cogmind (now at Beta 5)
Post by: Kyzrati on April 01, 2018, 03:51:10 AM
A wild Beta 5 Update suddenly appears!

There's a new automatic mode with... time-sensitive activation ;)

We know that sometimes all you really want to do is blow stuff up, so all items on the ground have been replaced by launchers.


All those flight players who want to just sneak around and hack stuff? Psh, who needs subtlety when you can hit everything with 5 missiles at once? Just make sure you have a way to replenish your matter :P

Runs in this mode do not upload scores regardless of settings, and this mode only activates if past the tutorial quick start (i.e. have played 3-4 runs before already) and have no active Challenge Modes.

Note this new feature will not affect runs in progress. (Also: To start a run and force the game back to regular behavior, use the command line parameter "-noAFD".)
Title: Re: Cogmind (now at Beta 5)
Post by: Kyzrati on April 05, 2018, 02:16:03 AM
I finished my POYLBOT-7 postmortem and put the entire 10,000-word 45-image/diagram article on Gamasutra (https://www.gamasutra.com/blogs/JoshGe/20180402/315708/Workflow_and_Design_Behind_Creating_One_Game_from_Another_in_a_Single_Week_7DRL_Postmortem.php)! (They even have it featured on their front page right now :D)

I'm mentioning it here since it's quite relevant to Cogmind dev, not only due to the enhancements that came out of it but because it also explains a fair bit of how Cogmind is put together that it was able to be converted into another game in one week.

Dev image collage:
Title: Re: Cogmind (now at Beta 5)
Post by: Kyzrati on April 07, 2018, 01:10:30 AM
SITREP Saturday #18: "Achieving Progress" (https://steamcommunity.com/games/722730/announcements/detail/1653259610112715703) - Win-related icons, achievement UI work, and AFD mode.

Title: Re: Cogmind (now at Beta 5)
Post by: Kyzrati on April 13, 2018, 11:48:23 PM
SITREP Saturday #19: "Magic Number" (https://steamcommunity.com/games/722730/announcements/detail/3275682189119380810) - Achievements complete, and more UI work under way!

Title: Re: Cogmind (now at Beta 5)
Post by: Kyzrati on April 18, 2018, 12:21:01 AM
A notice about plans for adding more Cogmind content without going the DLC route (https://steamcommunity.com/games/722730/announcements/detail/3275682189141579061).

It involves something called the Merchant's Guild :D
Title: Re: Cogmind (now at Beta 5)
Post by: Kyzrati on April 20, 2018, 11:16:07 PM
SITREP Saturday #20: "UI Achieved" (https://steamcommunity.com/games/722730/announcements/detail/3275682189157014513) - Achievements UI and data exports are done, time to finish up Beta 6.

Title: Re: Cogmind (now at Beta 5)
Post by: Kyzrati on April 28, 2018, 12:24:47 AM
SITREP Saturday #21: "Saved!" (https://steamcommunity.com/games/722730/announcements/detail/1653261512204415193) - Lots of little features, expanded autosaving, progression graphs, and a new mini-guide.

Title: Re: Cogmind (now at Beta 5)
Post by: Kyzrati on May 04, 2018, 11:32:33 PM
SITREP Saturday #22: "Around the Corner" (https://steamcommunity.com/games/722730/announcements/detail/1653262146440031154) - Gearing up for Beta 6 next week, full list of 256 achievements revealed!

Title: Re: Cogmind (now at Beta 5)
Post by: Kyzrati on May 08, 2018, 01:01:07 AM
Time to start achieving! While Beta 6 brings with it a ton of other improvements and tweaks, the big new thing is a large collection of achievements to earn, 256 of them spanning six categories. All players have equal access to the achievements system, regardless of whether or not on Steam.


For the full release notes and feature demo images, see here (https://steamcommunity.com/games/722730/announcements/detail/1653262146455837977). Cogmind is also 10% off for the next week.

Cogmind Beta 6 "Achievements Unlocked" (0.10.180508) changelog:
Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on May 11, 2018, 09:06:58 AM
[Cross-posted from the devblog here (http://www.gridsagegames.com/blog/2018/05/achievements/)--follow link for better formatting and light-on-dark style.]

Whew! I've finally finished putting together all the achievements-related features for Cogmind! As a large single system I'd like to provide a rundown of the whole process and reasoning here on the blog. It'll be divided into two articles, this first one exploring achievements in general, how they were selected and organized, icon creation, and underlying implementation. Next time I'll cover meta aspects like the UI and Steam integration.

I certainly spent a long time on this feature, so I guess the first question that comes to mind is why add achievements at all? In my case the answer isn't simply "it's just something games on Steam do to sell better" (although Valve recommends them for this reason :P), because after all Cogmind achievements are available to non-Steam players as well, and throughout development my focus has always been first and foremost on making the non-Steam version the best it can be as the "primary version"--Steam is simply a distribution platform.

When first starting out with achievement work, to help guide the development process I came up with my own list of reasons for adding them:
Although achievements are available both on and off Steam, having never played a game with achievements (or used Steam in any serious gaming capacity) I did have to spend some time researching how Steam handles them as well as how other devs have chosen to use them in their games. You'll see this information come into play a little more later, but starting such a big system without a decent plan laid out in advance is just asking for trouble.

A more specific area for early consideration was how to treat difficulty levels. Cogmind has multiple difficulty settings (http://www.gridsagegames.com/blog/2017/02/adjustable-difficulty/), so how do achievements work in relation to those? Here I thought through three different approaches:

Cogmind has a lot of achievements, and any time you have a lot of something it can benefit from some organization. I divided achievements into six categories, which comes in useful when there's a need or desire to filter or sort them, or even simply to assist with quicker recognition of an achievement's icon.

Some categories also further subdivide their achievements into "tiers" where appropriate (higher tiers being more difficult), similarly aiding in recognition and differentiation as we'll see later with the icon design.

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/04/cogmind_achievement_distribution_by_category_beta_6.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/04/cogmind_achievement_distribution_by_category_beta_6.png)
Initial category distribution for first batch of 256 achievements.
Notice that these categories somewhat roughly align with the six reasons for adding achievements listed earlier, which probably isn't a coincidence :)

I didn't have any specific goal for the total number of achievements, just wanted to come up with what seemed like a pretty good variety covering as many aspects of the experience as possible. And while I could've eventually put together a large selection on my own, the process certainly benefited from player suggestions! Long before I started working on achievements, there was already a forum thread where players could submit ideas (http://www.gridsagegames.com/forums/index.php?topic=722.0), and one of my very first actions when starting achievements work was to read through the entire thread and harvest any ideas compatible with both Cogmind's architecture and my aims for achievements, in some cases modifying them where necessary.

Aside from of course thinking up a fair number of achievement concepts from scratch based on my own play experiences, I had a couple other outside sources for inspiration as well:
Coming up with a good set of achievements was a very gradual process of adding new ones to the list and making repeated passes over that list to group them by likely category, although this was before the final categories were determined so it involved a bit of back and forth. At first there were a lot of uncertain achievements organized into tentative categories, and later on the appropriate categories (and specifically their names) became clear, further helping flesh out and finalize the achievements.

Even within categories there are subcategories. I mentioned tiers earlier as a form of subcategory, but for determining which achievements to add, more important than difficulty-based subcategories are type-based subcategories. For example the rather large Mechanics category is broken down into general mechanics, combat mechanics, alert, interactive machines, machine hacking, robot hacking, information warfare, flight, allies, and more. (My earlier summary of Style-related achievements also happens to essentially reflect a partial list of its hidden subcategories.) This level of subcategory was created purely for my own organizational and development purposes, though, there's no need to make them public.

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievements_data_subcategorization_style.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievements_data_subcategorization_style.png)
Well, not public in the game anyway--may as well demonstrate here how they appear in the game data for my own reference :)

Prior to building the achievements list I also set out some important guiding principles:
Again there was no target number of achievements, but by pure coincidence the final tally came to 256. It was originally 255, but after late-stage polishing I ended up removing a couple and adding a few :P. "Too bad" this is only the first batch--more achievements will almost certainly be added and end up ruining this rather appropriate number!

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_steam_achievements_full_batch_uploaded.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_steam_achievements_full_batch_uploaded.png)
For now we can admire this number on the Steam store page.

(continued in the following post...)
Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on May 11, 2018, 09:07:36 AM
(...continued from the previous post)

The naming of achievements is important, but pretty straightforward so I don't have much to say about that other than pointing out the obvious: players like names that are fun/interesting/provocative/cool/punny/etc. There were plenty of opportunities to come up with a variety of names when there are so many achievements :D

Of course there are a lot more details to creating a good set of achievements beyond simply choosing and naming them!

While a lot of achievements are essentially binary ("player did X"), many others involve reaching certain thresholds, which usually means numbers. It was really nice to have so much score sheet data (http://www.gridsagegames.com/cogmind/scores/) (including archives) and past analyses (http://www.gridsagegames.com/forums/index.php?topic=205.msg7158#msg7158) to draw on in order to set realistic values for these numbers.

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_player_stats_data_subset_beta_4.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_player_stats_data_subset_beta_4.png)
Excerpt of run stats from Beta 4 (the full table includes 446,028 data points). Filtering and sorting this data is able to answer a lot of questions about balance and difficulty, suggesting potential achievement requirements.

I could adjust the difficulty of an achievement based on the precise reported performance of players in earlier Betas, and further informed decisions by recalling anecdotal evidence from player discussions over the years--I'm always listening to stories and this continues to help shape the game in numerous ways, the most recent example of which being achievement design. Being pretty familiar with the game myself (I'm decent at it and enjoy playing, too :P) also provides some important context for creating reasonable achievements for all skill levels. So in the end details emerge through a combination of hard data and subjective experience.

One of the things I wanted to avoid in the number department are a lot of repetitive achievements, as these aren't very meaningful. For example there are many different types of robots, but we don't need dozens of varieties of "destroyed 10 of this robot." In fact there are almost none of that type of achievement except where doing so is especially interesting, as with the Giant Slayer achievement discussed earlier.

Names can be fun and in a lot of cases not perfectly descriptive of the achievement, but descriptions themselves had better be clear. These I wrote (and sometimes rewrote, on later passes) with a mind towards "what are players going to ask about this achievement?" "What's not clear?" Once descriptions have satisfied that condition, they're also checked for consistency of tense, grammar, style, etc. (basically what should be done with any game writing :P), and at the end I ran a spell check on the final set to ensure no typos were overlooked.

Steam achievements don't have a wide range of functionality, but do at least support marking an unearned achievement type as "hidden," which shows only its name and whatever icon is associated with that state. (Or on the global achievements list for a game it'll show the achievement's icon and name, but still no description.) This offers some interesting possibilities, so I enabled the same feature in Cogmind and in order to take proper advantage of it spent some time thinking about reasons for whether or not to hide an achievement:
When creating an achievements list, my approach was to "assume hidden is the default state, what should I hide?" But another game might take the opposite route and come out with different results, i.e. hide everything and only reveal what's absolutely necessary (or nothing at all?).

Some players might even prefer this, because then they feel less obliged to play in a specific way and either all the achievements are surprises, or any descriptions that do exist might instead just be indirect clues to figuring out what that achievement requires. This would allow for an extra sense of accomplishment on earning one, but I decided not to have any like that for now. Maybe in the future as a fun expansion, depending on how players fare with the initial batch. (Note their icons could also contain clues, or not since icons for displayed achievements before they're earned can be non-specific.)

Of the final set of Cogmind achievements (as of Beta 6), 31.2% are hidden, exactly half of which are for plot-related reasons. Therefore 15.6%, or about one-sixth of all achievements, are hidden for one of the other reasons.

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievement_distribution_by_hidden_setting_beta_6.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievement_distribution_by_hidden_setting_beta_6.png)
Initial hidden setting distribution for first batch of 256 achievements.

Oh my... When you've got 256 achievements, not only do you need good names and descriptions, but also a whole ton of icons to represent them!

At least ASCII art is fairly quick to produce, and I didn't have a choice with the style anyway, because 1) I am not capable of producing anything else decent, and more importantly 2) all of Cogmind's art must be CP437 (https://en.wikipedia.org/wiki/Code_page_437) in order to fit in the game (remember that Steam is the sideshow in this system--the game itself has even more achievement-related features).

I did, however, have to ensure from the start that icons would also be compatible with Steam. Their system requires 64x64 JPGs, in which I can fit up to a 5x5 grid of 12x12 pixel ASCII (12px happens to be the default size at which I draw ASCII art), so 5x5 it is.

But icons also need a border, and inserting a border into a 5x5 grid means all that's left for content is a 3x3-cell interior! This seemed ridiculously limiting, especially for "abstract" achievements, so after coming up with the initial list of achievement ideas I went through each category and sketched about 20% of them (since each category represents a different set of concepts). It started out well enough, and wasn't nearly as time-consuming as I'd feature it would be, either, so amazingly it actually seemed like this would work out in the long run. Limitations leading to interesting results is basically a cornerstone of Cogmind development, and this ended up no different :P

Thanks to REXPaint (http://www.gridsagegames.com/rexpaint/) the drawing part was quick and easy, but it took longer to both establish the symbolism and ensure it was consistently applied throughout all of the icons. It was definitely fun working with the symbolism, and later when I started sharing batches of icons some regular players were pretty good at guessing the meanings of each, even without a description! (of course it helps greatly to have an understanding of Cogmind's ASCII mode...) So I think the system has worked out pretty well.

In terms of productivity, as usual it helped to draw all the icons over a very short period, making it less likely I'd forget some of the symbolism and either make mistakes that would need to be discovered later, or slow down the process by having to repeatedly review such a large collection of icons before continuing.

I also drew them all in a single file to make cross-referencing as quick as possible.

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievement_icons_spritesheet_rexpaint.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievement_icons_spritesheet_rexpaint.png)
Cogmind's complete achievement icon spritesheet as it appears in REXPaint. The code knows how to extract the icons and which is which.

Looking closer at the structure of individual icons, there are two main ways to differentiate categories: border style and color scheme.

Border Style
Since nearly two-thirds (64%!) of the cells in an icon will be occupied by borders, they'd better be put to good use. Their first priority is to reflect an achievement's category--each should have its own unique style. The most basic category has the simplest style, but decisions for other categories had to take into account another factor: how many difficulty tiers would be required within that category. Some potential border styles naturally lent themselves to a greater range of modifications, making them more suitable for multi-tiered categories.

Before starting on the icons, I first designed a large collection of different borders, seeing which looked bad, decent, or good, and which could be expanded into a natural progression of multiple tiers. It's from that page of concepts that I'd pick the final set which best matched up with the requirements.

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievement_icons_border_concepts.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievement_icons_border_concepts.png)
Achievement icon border style concepts. I generally started with an idea on the left and changed only one aspect of it for each new iteration moving to the right, or sometimes up or down if I wanted to try taking the concept in a different direction.

Higher tiers would need to look "cooler," essentially more intricate or elaborate. I eventually settled on this arrangement:

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievement_icons_category_tier_templates.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievement_icons_category_tier_templates.png)
Final Cogmind achievement icon templates by category and tier, colored.

The Wins category doesn't use its full range as a "progression," as it has four border styles but only two tiers. The other two borders are for special subcategories of wins, specifically the core seven different win types according to plot, and challenge mode wins, so these have a different look from the tiered "special condition wins."

Color Scheme
Border style is not the only way to differentiate categories--each has its own base color as well (demonstrated in the above template matrix).

Colors were picked with purpose. As an "extremely Cogmind" color, green is used for one of the highest level of achievements, Wins. As a "powerful, deadly" color, red is used for the special Challenges. As a category of "basic" achievements that don't really need to stand out, the Mechanics category uses dark amber (somewhat close to brown) as its main color. Colors for other categories were chosen for somewhat less specific reasons :)

Border colors for the templates are all dark, at 25% brightness (and backgrounds are even darker at 12%), but each category also has a base foreground color (100% brightness in the same shade) used for generic content like numbers. This way the numbers, as secondary bits of information, are somewhat connected to the category and background/border itself, at least more so than most other elements that make up the interior.

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievement_icons_generic_foreground_number_samples.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievement_icons_generic_foreground_number_samples.png)
A sample of Style category icons with generic number components highlighted.

Most foreground characters are all quite bright as well (usually 70-100%), so while the border and background colors serve a supporting and informational role, they don't take over the entire icon.

As for icon interiors, colors used there are drawn from Cogmind's ASCII mode where possible, although in some cases alternatives were needed where a concept is not already associated with some specific color (sometimes required for abstract icons). Again though, in all cases colors were chosen with purpose, and where a concept is repeated across multiple icons those colors are applied consistently.

Locked (Unachieved) Icons
Locked achievements need a display icon as well, and there are about three ways to handle them:
(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievement_icon_export_locked.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievement_icon_export_locked.png)
Locked achievement icons.

Note that locked icons also reflect the relevant tier--essentially these icons are equivalent to the templates, with the interior replaced by dark question marks.

As for those PNGs, they are exported from the game via debug command in order to convert them from the internal format and assign proper file names. This isn't necessary for the default DRM-free version, but again Steam requires that achievement icons be 1) JPGs, and 2) 64x64. So I created a tool to output all icons, then use Photoshop to batch convert from PNG to JPG while also adding a 2-pixel black border around each (since in Cogmind their dimension is 60x60).

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievement_icons_export.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievement_icons_export.png)
256 Cogmind achievement icons, exported as individual PNGs.

(continued in the following post...)
Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on May 11, 2018, 09:08:00 AM
(...continued from the previous post)

We've got names! Details! Descriptions! Even icons! But... achievements also need to actually make their way into the game :P

Once all the data and resources were defined and ready, next came the code and systems.

On an individual level each achievement is pretty straightforward to implement, being a quick check for the condition and corresponding call to a method to assign it if applicable. This process was made even easier by the fact (mentioned earlier) that a fair number of achievements are based on the existing score sheet data, which itself already tracks many hundreds of conditions and stats throughout a run. Implementing a related achievement could take as little as a minute or less since I don't have to search around for or confirm the right location in the source--just ctrl-f for the appropriate stat name!

Of course some achievements required new stats that I hadn't been tracking, so throughout this process I also ended up expanding score sheets by several dozen entries where it would help. In yet other cases some achievements required whole new internal variables to track special conditions in more complicated situations, basically those which had to be confirmed at more than one point in time to award.

Note that most games will actually use Steamworks' stats system for this kind of thing, but Cogmind has its own internal stats system so I could more readily use that, plus I wanted non-Steam Cogmind to fully support achievements as well, so relying on Steam for any help wasn't an option anyway.

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_source_achievement_check_assassin.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_source_achievement_check_assassin.png)
Checking the internal stat value for whether to attempt to award the Assassin achievement ("Sneak attack 15 hostiles.").

The above code doesn't do any heavy lifting because control should naturally be as centralized as possible to make any potential changes easier to implement down the line. So additional generic checks and the actual achievement award itself are handled by that single earnAchievement() method:

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_source_achievement_award_checks.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_source_achievement_award_checks.png)
Generic code for handling achievement application.

For now I've decided to not hand out achievements to brand new players, to help them focus on the tutorial messages and avoid overwhelming them with even more information in an already daunting interface.

I was originally thinking of ways to save on development time throughout all this, and seeing as a lot of the achievements were so straightforward, one of the possibilities was to... skip testing. Nope--too difficult to go against my standard practice of manually testing every little feature, so I tested all 256, too xD

Only a tiny percentage didn't work as implemented, but it's better to make sure they do rather than have so many players scratching their heads, or reporting bugs I could've easily found on my own. Setting up testing conditions was extremely fast with debugging commands anyway.

The final step was to integrate achievement data into score sheets as well, which I did in three areas.

Like gallery collection and lore percentage, at the bottom of the sheet in the section for general game data there's a new "Achievement%" which keeps a running tally of the total number of achievements earned so far, out of 256.

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievements_score_sheet_cumulative.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievements_score_sheet_cumulative.png)
Cumulative achievement progress in a Beta 6 score sheet (recorded from one of the prerelease testers' runs).

Like the other two, this percentage is a fun and useful indicator of overall progress.

There's also the full list of achievements earned for the first time specifically on that run.

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievements_score_sheet_list.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievements_score_sheet_list.png)
An achievement list as it appears in a score sheet.

And although it's possible to count the number of achievements in that list to get a total, the tally for the run also appears as its own entry in number form with the regular stats. This is more convenient for players looking for a quick count, and also for me when I run the data analysis since no extra work is needed to extract the number of achievements while analyzing global stats.

The final feature tacked on at the end is a way for players to reset all their achievement progress for whatever reason (without losing their other meta data in the process). It's a text-only advanced config option, but unlike other options this one is only discussed in the manual, not even listed in the config file itself, because players had really better be sure they want to do this and not accidentally trigger it. Manually adding "resetAchievements=1" to the file will tell Cogmind when it next starts up to erase all achievements.

I'm glad all this achievement work was handled late in development, i.e. after the core game content and features were completed, because it would've been much more likely for achievements to become a disorganized mess over time if it was added too early.

And I'm happy with the results--there's something for every skill level, and players appreciate them. Achievements are a great high-value meta feature (so yeah, no surprise that lots of games offer them, and Valve highly recommends adding them, too).

And that's it! Next up is another piece on how to provide ways for players to monitor and learn about their achievements, and hook everything up to Steam...
Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on May 19, 2018, 12:13:07 AM
SITREP Saturday #23: "Community 0b110" (https://steamcommunity.com/games/722730/announcements/detail/1651011615851445056) - Stats! Streams! More Stats!

Title: Re: Cogmind (now at Beta 6)
Post by: Skeletor on May 21, 2018, 06:36:36 PM
That animated gif on the OP almost has an hypnotizing effect on me. Sort of reminds me of the good times with Hard Nova in the 90s and that cartoon Starchaser The Legend of Orin. Looking forward for the release of the linux native version.
Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on May 22, 2018, 12:38:36 AM
Ah the good old days :)
Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on May 23, 2018, 08:24:46 AM
Anyone who's been getting Cogmind update emails and would like to continue doing so needs to register for the newsletter instead. The original mailing list has been deleted. Details here (http://www.gridsagegames.com/forums/index.php?topic=1142.0).

(Although really you could also just subscribe to this thread since I put most of the same announcements here :P. Just thought I'd mentioned in case you didn't get the latest notice and are wondering why the emails stop.)
Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on May 25, 2018, 10:44:03 AM
Achievements UI: Design and Implementation
[Cross-posted from the devblog here (http://www.gridsagegames.com/blog/2018/05/achievements-ui-design-implementation/)--follow link for better formatting and light-on-dark style.]

Players not only appreciate a game having achievements to begin with (http://www.gridsagegames.com/blog/2018/05/achievements/), they really appreciate it when said achievements are available without Steam. A sizeable chunk of players don't use Steam for whatever reason, so having achievements be a Steam-only feature would leave all of them out of the fun and benefits described before! Achievements are essentially a form of content in their own right, so it'd be unfortunate to restrict that content to a subset of the player base. I've heard a lot of praise for this decision, both with regard to Cogmind and other games that have taken the same approach in the past.

Of course supporting achievements independent of Steam does involve a lot more work! At least on the implementation side there's not much extra to do, since actions that earn achievements need to be detected all the same in either case, but without relying on Steam a game must provide its own interface to both notify players of new achievements and offer a way to interact with them. With Cogmind in particular this need comes to the forefront even for Steam players, since achievement interaction is restricted due to the lack of Steam overlay support.

I took this opportunity to build a better system than Steam's own :)

Supplementary UI
The most basic UI requirement is notifying players when they've earned an achievement. I added this much before even starting on individual achievements, since being able to clearly see when one is earned is fairly useful while testing and working on them :P

New achievements are immediately shown in the bottom-right corner of the screen as a pop-up that remains for an adjustable 5 (?) seconds, where multiple simultaneous achievements will push up older ones that haven't yet disappeared. Cogmind was designed to be an immersive experience and these pop-ups can kinda ruin the atmosphere at some points, so I also added an option to remove them completely (though it's probably best that they be left on by default).

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievements_map_popup.gif) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievements_map_popup.gif)
Achievement notification pop-ups in action, showing both their name and icon.

Achievement pop-ups are queued through a separate system so their display can be delayed if necessary. Although they're shown as soon as possible, some may be earned while in a different UI (hacking, for example), and it's better to have the notification appear in a consistent, predictable location (bottom-right corner of the map) once that location is available for use. Notice that the code for earning an achievement, shared last time (http://www.gridsagegames.com/blog/2018/05/achievements/), ends with a call to GM::addAchievement(). That just adds it to the queue and the UI can draw from there when ready.

New achievements also get their own meta notification in the message log, for later reference after the pop-up has disappeared. Meta notifications are game-related messages that always appear in white and enclosed by brackets.

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievements_message_log.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievements_message_log.png)
Achievement notification as it appears in the message log.

The majority of achievements are earned and displayed mid-run, but some cannot be determined until the end of a run, in which case they'll appear to the right of the game over stats in a separate window.

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievements_gameover_list.gif) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievements_gameover_list.gif)
New achievement list displayed on game over if applicable.

Since I didn't really want to mess up the balance and flow of the game over screen, I originally imagined I'd display any end game achievements at the beginning of the next run, but later decided it would be a bad idea, and unnecessarily anti-climactic, to force a such a potentially large disjoint between when an achievement is earned and when it is shown. It's great to have a sense of accomplishment be associated more closely with how and when it was achieved. In fact I even read that on the PlayStation developers must show achievements immediately at the point they are earned, presumably for that same reason. So even though it doesn't look great, for now this subset of achievements (if any were earned) appears in its own window.

An alternative solution I'm still considering is to have achievements appear first in a centered window over where the stats will be (or perhaps on a separate window after the stats), and the player has to press a button or key to advance to the next window. This would kinda mess with the flow, but at least it would look better. A lot of games take the multi-page game over approach in order to fit more information in without crowding the layout.

Main Achievements UI
The last part of the interface I worked on, and by far the most involved, was the achievements browsing UI. According to my records I spent 18 hours coding it, but as an essential part of any game that wants to provide its own system for interacting with achievements independent of Steam, it was worth it to make this UI as functional and informative as possible.

As with any major UI component I started with a design mockup in REXPaint (http://www.gridsagegames.com/rexpaint/), setting a clear goal to aim for that also accurately reflects intended functionality so that I knew everything I needed would fit just right and there'd be no time wasted on iteration following the implementation phase.

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_main_achievements_ui_mockup.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_main_achievements_ui_mockup.png)
Working mockup of the achievements UI, as it appears in REXPaint. Note that the achievement-specific content is in some cases repetitive or inaccurate--it's purely for testing purposes and needed to fill the space :)

The elements across the bottom match the other two collection-oriented features (item gallery and lore), with page buttons, animated percent bar, and export buttons. Exports are for players who like to view or process their performance via other means. For image examples see this progress update (http://www.gridsagegames.com/forums/index.php?topic=1103.0).

New subwindows were implemented one by one, starting with the secondary ones that control content in the main window so that when it came time to do the latter it could be fully implemented and tested all at once.

First was the category-specific window, useful for enabling players to cut down the otherwise huge number of achievements that could be annoying to scroll through looking for something specific.

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievements_ui_category_filters.gif) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievements_ui_category_filters.gif)
Interacting with achievement category filters.

Below those are the state filters, further helping players hone in on an achievement they're looking for, or simply browse their actual achievements vs the pool of remaining achievements they can aim for. 256 achievements is a lot, but with sufficient filtering each subgroup can be reduced to a pretty manageable size, especially considering that the UI can display up to 16 achievements on a single page.

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievements_ui_filters_and_sorting.gif) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievements_ui_filters_and_sorting.gif)
Achievement state filters and sort types.

Sorting features have a number of purposes: search efficiency is increased when listed alphabetically or grouped by category; "oldest first" gives a chronological listing since the player starting playing Cogmind; and "newest first" is best for reviewing those earned across the current run, or seeing the exact description for the latest achievement, since that's not reflected in the map pop-up notification.

Note the highlighted letters in all these windows, there to indicate the relevant keyboard command for that button. Giving keyboard players easy and intuitive access to everything actually affected what words could be chosen for each button, simply to ensure it was always the first letter highlighted. Fortunately there was no overlap among the achievement category names themselves, though the "Category" sorting method had to be renamed to "Grouped" due to the former's overlap with the "Challenges" category itself.

And here's the whole thing put together! (As usual scrolling was annoying to implement, but having done it a ridiculous number of times in different formats by now it went surprisingly smoothly...)

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievements_ui.gif) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievements_ui.gif)
Interacting with the full Cogmind achievements UI.

Notice that the UI behind it remains unchanged when the achievements UI opens, resulting in oddities like that dangling "Alt" in the bottom right, and leaves other commands visible at the top left. To fix the top left, for now the Beta 6 version of Cogmind simply raised the height of the Filter window so that its top is level with the Achievements. I'll lower it again like this later (as per the mockup, too) once I implement darkening of the background while this and similar windows are open. The current height adjustment is just a temporary measure so that the UI appears less confusing until then.

All done! Oh wait yeah, this is it for the DRM-free version of Cogmind but there's still more to do for Steam...

Steam Integration
Integrating with Steam is pretty easy, even for often technically challenged me :P

It would be more involved if I also had to make use of Steam's stats interface as a backbone for achievements, but 1) most Cogmind achievements are for intra-run accomplishments anyway and 2) Cogmind has its own internal stats system for recording long-term progress in the few areas it's needed so there's no need to rely on Steam for that, either. (Any game that wants to offer its own Steam-free achievement system will naturally need its own solution for stats, and the good thing is that with Steam cloud saves even players on Steam can retain persistent data all the same, as long as the meta data is considered part of the cloud saved content!)

In any case, all the relevant API commands can be found on this page (https://partner.steamgames.com/doc/api/ISteamUserStats), and Steam has pretty good step-by-step documentation for how to set up an achievement system, including a complete example with code you can just borrow directly or modify as necessary.

My own version is pretty similar to theirs.

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_source_steam_h.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_source_steam_h.png)

The source is somewhat bloated with additions of my own, which I'll get to in a moment.

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_source_steam_cpp.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_source_steam_cpp.png)

On startup the game basically just has to ask Steam for the latest "stats" (which includes achievements) and wait for a response via callback. Then it's good to go, adding new achievements at any point or using any of the API's other dozens of methods.

As per onUserStatsRecieved(), as soon as Cogmind has the online stats data the other thing it does is immediately sync the data between the game and Steam. Usually there will be no difference, but if for example a player has been using the DRM-free version then migrates their data over to a Steam install, it'd be nice to automatically upload all their previous achievements. Likewise, a fresh reinstall of Cogmind on Steam will also need to know all previous achievements so that it can display them in the game's own UI. The drawback of the latter Steam-&gt;Cogmind scenario is that Cogmind technically stores more information about individual achievements than Steam's database (for example the highest difficulty on which it was earned), meaning that extra data would be lost.

So that's what all the logged "uploading" and "downloading" is about in the source there :)

With a basic API interface available, the first order of business was to test it! Using my trusty new EARN_ACHIEVEMENT debug console command, I gave myself a couple of achievements--earnAchievement() simply calls SteamAchievements::SetAchievement() and voilà, the first ever Cogmind achievements to appear on Steam popped right up :)

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievements_steam_working.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_achievements_steam_working.png)
First Cogmind achievements to be tested on Steam. "Every single achievement" my...

I also needed the CLEAR_ACHIEVEMENT command to make sure different scenarios worked as expected, and it was pretty neat to see how quickly Steam's UI reacted to having or not having the achievements (it's pretty much instantaneous), even when I was just repeatedly toggling them on and off :P

Testing achievements on Steam requires them to be added to the Steam database, sure, but unfortunately test achievements also show on the store page. I guess you could make an obvious "test_achievement" and use that temporarily to make it more obvious, but I didn't want to pollute my data with testing stuff, so for a couple weeks or more leading up to the Beta 6 release, Cogmind's store page looked somewhat odd xD

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_steam_achievements_test_batch_visible.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_steam_achievements_test_batch_visible.png)
Test achievements appearing on Cogmind's Steam store page... 2 of them.

Steamworks clearly has an internal toggle for whether a game supports achievements, but it doesn't honor that toggle in terms of showing on the freaking store page whether a game includes any. How misleading...

There were no hitches at all--time to upload the entire batch! Steam does not, however, provide a way to batch upload achievements, so games with lots of them are going to have a harder time here. I dunno, maybe they do it as a way to discourage devs from adding too many achievements? (there have certainly been a number of requests for batch uploading over the years)

It took me about two hours to add the data (tag, name, description, hidden state, locked icon, unlocked icon) for all 256, a pretty decent pace. Sometimes it's fun to just put on some good music and find ways to do some mundane task more and more efficiently until it's done. You can technically write a script to do it for you through Steam's web interface, but I'm terrible at web stuff so it was unquestionably faster to just upload them manually xD

Also the different focus of this task, and looking at achievements from a different angle as I worked with them yet again, allowed me to notice a few last minute issues that needed to be addressed (e.g. correcting descriptions).

(http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_steam_achievements_full_batch_uploaded1.png) (http://www.gridsagegames.com/blog/gsg-content/uploads/2018/05/cogmind_steam_achievements_full_batch_uploaded1.png)
All achievements appearing on Cogmind's Store Page. Now that's more like it!

Aside from the two-page game over screen I mentioned earlier, another new feature that might be worked in is global achievement rates. You can see there's a place for these numbers in the original mockup. Games can retrieve these values as part of the API with RequestGlobalAchievementPercentages() (https://partner.steamgames.com/doc/api/ISteamUserStats#RequestGlobalAchievementPercentages), so it would only be available to players on Steam.

Also it goes without saying that there'll definitely be more achievements as more content is added :). That's too bad because we'll ruin the coincidental "256" figure! 512 is out of the question... for now.
Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on June 02, 2018, 12:10:50 AM
SITREP Saturday #24: "EA" (https://steamcommunity.com/games/722730/announcements/detail/1653264683482005723) - Achievements update, challenge streams, and an offer from EA

Title: Re: Cogmind (now at Beta 6)
Post by: Tzan on June 02, 2018, 07:36:34 PM
I dont know whats involved for prepping for EA, but more money for you means more time to spend programming nice stuff.
Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on June 03, 2018, 12:20:37 AM
True. It doesn't seem to be that onerous, although I have some other reservations that keep me from instantly accepting. It's not always about money, but in the end I'll do whatever's best for Cogmind. Still need to work out lots of details...
Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on June 08, 2018, 11:42:34 PM
SITREP Saturday #25: "Hacktastic" (http://www.gridsagegames.com/forums/index.php?topic=1154.0) - Gearing up for robot hacking, with a little preview

Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on June 15, 2018, 11:25:24 PM
SITREP Saturday #26: "Out with the Old" (https://steamcommunity.com/games/722730/announcements/detail/3079781295134897096) - The Great Robot Hacking Rebuild begins, and so will the r/RoguelikeDev summer of code

Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on June 23, 2018, 12:20:12 AM
SITREP Saturday #27: "{a thingamajigger}" (https://steamcommunity.com/games/722730/announcements/detail/1684791781108833114) - Item tagging, robot data exporting, and more details on the robot hacking system


(Also 10% off for the the next couple weeks both on Steam (http://store.steampowered.com/app/722730/cogmind/) and the site (http://www.gridsagegames.com/cogmind/buy.html).)
Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on June 29, 2018, 11:02:15 PM
SITREP Saturday #28: "Foundation Series II" (https://steamcommunity.com/games/722730/announcements/detail/1684792419471357383) - The robot hacking UI, and more details on the system itself

Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on July 07, 2018, 12:05:08 AM
SITREP Saturday #29: "Adv. Hacking" (https://steamcommunity.com/games/722730/announcements/detail/1684792419526565749) - Kinetic knockback, coupler mechanics, and robot hacking UI features

Title: Re: Cogmind (now at Beta 6)
Post by: Krice on July 07, 2018, 08:33:36 AM
Long names for variables etc. can make the source code a bit heavy to read I think. In some cases you don't need a long, descriptive variable name to point out what it is, like in case of loops. Not to say that naming isn't important, it's essential in writing readable source code.
Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on July 07, 2018, 08:46:18 AM
True, I prefer to make mine as short as possible (less typing/reading!) but rarely make them cryptic--they should sorta stand alone (in context) if possible. In this particular case, though, chunks of the achievements code came from Valve's API and sample code, so I didn't have as much choice in the matter! Even where I did I just used a lot of the same names they did so that I could crossreference for correctness if/when necessary. Like they have that "m_CallbackUserStatsReceived" which is pretty crazy :P. This is how I like to use outside code, so in the rare cases I do, it's pretty obvious where I've done it! (the style doesn't completely match up with my own)

That said, I am guessing most people would find my source "heavy to read" overall, as it does tend to be quite dense. But fortunately I've always worked alone so I just do whatever works for me ;) (I like to fit a lot in the same window when editing)
Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on July 13, 2018, 11:50:37 PM
SITREP Saturday #30: "Kinecelleration" (https://steamcommunity.com/games/722730/announcements/detail/3007726172116065670) - Buffing KI, and time for some real robot hacks!

Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on July 20, 2018, 11:30:07 PM
SITREP Saturday #31: "Speed Racer" (https://steamcommunity.com/games/722730/announcements/detail/1666779922318027104) - New set of robot hacks, HTTPS, speedrunning competitions...

Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on July 25, 2018, 06:33:47 AM
There's a complete overview of the new robot hacking system (https://www.gridsagegames.com/blog/2018/07/robot-hacking-take-2/) available on the blog now. I happen to have a collage-like version of this one on hand, so rather than mirror the post here I'll just share the image to give you an idea and you can follow the link if you want to check out the details:

(https://i.imgur.com/HZLOfcW.png) (https://www.gridsagegames.com/blog/2018/07/robot-hacking-take-2/)
Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on July 27, 2018, 11:16:40 PM
SITREP Saturday #32: "New Age of Infowar" (https://steamcommunity.com/games/722730/announcements/detail/1717445965584362355) - The coolest robot hacking animations yet :D (oh yeah, and they're useful, too, of course!)

Title: Re: Cogmind (now at Beta 6)
Post by: Tzan on July 29, 2018, 01:50:07 AM
Are you still doing the high score table manually?
Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on July 29, 2018, 01:52:06 AM
Yup! (If anything changes there it'd surely be an announcement :D)
Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on August 04, 2018, 12:08:09 AM
SITREP Saturday #33: "parse_system" (https://steamcommunity.com/games/722730/announcements/detail/1698306386986934578) - Some neat new robot hacks, simulcasted speedrunning races, weekly community strategy discussions, and #roguecel 2018

Title: Re: Cogmind (now at Beta 6)
Post by: Skeletor on August 04, 2018, 05:54:10 AM
I really wish I could play this with steam/linux.
Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on August 04, 2018, 06:15:01 AM
For now the best Linux solution is to get the DRM-free copy for Wine, which comes with a Steam key you can make use of later if and when it's compatible with Linux-Steam, which I do eventually plan to test one day...
Title: Re: Cogmind (now at Beta 6)
Post by: Skeletor on August 04, 2018, 11:49:43 AM
I'll wait for the linux steam version.

By the way.. wow.. just watching a youtube video on the gameplay, I must say I am highly impressed; the aesthetics are impressive, very well polished roguelike with great depth of play. Congratulations and thanks for this gem.
Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on August 04, 2018, 12:02:58 PM
Thanks! Glad it looks like something you'll be interested in, I'm certainly happy with how it's turned out so far, becoming a roguelike I'd be happy to continue working on for ages if I could.
Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on August 16, 2018, 01:06:14 AM
Huge blog post (https://www.gridsagegames.com/blog/2018/08/65-robot-hacks/) covering all 65 robot hacks coming in the next release :D


Also of course mixed in with design talk, as usual.
Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on August 17, 2018, 11:49:41 PM
SITREP Saturday #34: "Hacking Complete, System pwned" (https://steamcommunity.com/games/722730/announcements/detail/1691552256112964181) - Complete robot hacks overview, simulcasting, art, and Beta 7 when? :P

Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on August 24, 2018, 11:32:09 PM
SITREP Saturday #35: "map.png" (https://steamcommunity.com/games/722730/announcements/detail/1691552256166708485) - Map exporting, final stretch to Beta 7, and Cogmind on Linux via Steam

Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on August 31, 2018, 11:15:28 PM
SITREP Saturday #36: "The Gunslingers" (https://steamcommunity.com/games/722730/announcements/detail/1693805323546597512) - Guaranteed gunslinging, modal inventory management, and automated testing of the imminent Beta 7

Title: Re: Cogmind (now at Beta 6)
Post by: Kyzrati on September 03, 2018, 11:25:03 PM
Fat changelog? CHECK. Lots of new toys to play with? CHECK. It's time to hack the planet!

The all-new robot hacking system creates new ways to play, and is expansive enough to integrate with existing strategies. Plus Beta 7 comes with more combat buffs and a heavy dose of QoL features, requested and otherwise.


For the full release notes and feature demo images, see here (https://steamcommunity.com/games/722730/announcements/detail/1693805323568407897). Cogmind is also 10% off for the next week.

Cogmind Beta 7 "Hack the Planet" (0.10.180904) changelog:
Title: Re: Cogmind (now at Beta 6)
Post by: Tzan on September 04, 2018, 04:44:31 PM
Ive been mentioned in dispatches.  :)
Title: Re: Cogmind (now at Beta 7)
Post by: Kyzrati on September 04, 2018, 10:20:47 PM
You have joined the ranks of the roguelike immortals 8)
Title: Re: Cogmind (now at Beta 7)
Post by: Kyzrati on September 14, 2018, 11:36:23 PM
SITREP Saturday #37: "Statistically Speaking" (https://steamcommunity.com/games/722730/announcements/detail/1698310194021736596) - Stats, Data, Numbers, and more Stats

Title: Re: Cogmind (now at Beta 7)
Post by: Kyzrati on October 15, 2018, 06:57:23 AM
I'm back! Had a great time in the US at this year's Roguelike Celebration, and wrote all about it here (https://www.gridsagegames.com/blog/2018/10/roguelike-celebration-2018-experience/) (includes tons of pictures)

I gave the opening talk, "How to Make a Roguelike (https://www.youtube.com/watch?v=jviNpRGuCIU)," which was an opportunity to share info about a ton of other roguelikes :D


(Will be getting back to proper Cogmind work soon!)
Title: Re: Cogmind (now at Beta 7)
Post by: Tzan on October 16, 2018, 01:20:59 AM
Thanks for all the pictures!
Maybe one day.

Today I finally got around to leaving a review on Steam for you.
Short but witty.
Title: Re: Cogmind (now at Beta 7)
Post by: Kyzrati on October 16, 2018, 06:21:42 AM
Hehe, I saw that earlier today Tzan, thanks, had me smiling :)

Whenever I do an event and take a bunch of pictures I'm always "ugh, so many pics to go through...", but I'm also always glad after it's over and everyone gets to enjoy them, whether they attended or not :D
Title: Re: Cogmind (now at Beta 7)
Post by: Kyzrati on October 19, 2018, 11:26:34 PM
SITREP Saturday #38: "Celebrating Roguelikes" (https://steamcommunity.com/games/722730/announcements/detail/1690432065502455438) - RC2018, getting back to development, and a year of Cogmind EA

Title: Re: Cogmind (now at Beta 7)
Post by: Kyzrati on October 26, 2018, 11:34:56 PM
Surprise update!

Beta 7.1 makes the Relay Interface Framework and bot-hacking strategies even more interesting by tying the system much closer to Complex 0b10 with new alert management mechanics and Garrison interactions. (This week I started streaming a new RIF run (https://www.youtube.com/watch?v=VVEW7CkOYDA), and man does 7.1 open up a lot of new possibilities!)

For the full release notes and feature demo images, see here (https://steamcommunity.com/games/722730/announcements/detail/1691558597340881468).

Cogmind Beta 7.1 "RIF+" (0.10.181023) changelog:
Title: Re: Cogmind (now at Beta 7.1)
Post by: Kyzrati on November 03, 2018, 01:33:23 AM
Wow there's been a crazy amount of Cogmind fan art these days... Zyalin's done some really wonderful portraits of minor NPCs (to avoid spoilers he's not doing any of the major ones), like the superhacker ME-RLN:


I'll be putting together a bigger collection of all this art next week, including I guess some new pieces that I'm working on for the game itself :)
Title: Re: Cogmind (now at Beta 7.1)
Post by: Kyzrati on November 09, 2018, 11:15:55 PM
SITREP Saturday #39: "Artlike" (https://steamcommunity.com/games/722730/announcements/detail/1707322465263128268) - Art. Lots and lots of art. Some by me, most not :)

Title: Re: Cogmind (now at Beta 7.1)
Post by: Skeletor on November 16, 2018, 07:25:12 PM
Something I noticed: Cogmind and Cataclysm DDA have been the two hottest roguelikes in 4chan's /v general threads in the last weeks.
Title: Re: Cogmind (now at Beta 7.1)
Post by: Kyzrati on November 17, 2018, 12:08:16 AM
Huh, interesting. In the past I've dropped in a few times when I heard there was mention of Cogmind and was curious about /v's opinions, but reception generally seemed lukewarm for whatever reason.

CDDA I'm not surprised about, though, seeing as it has tons of players in a whole bunch of different communities :)
Title: Re: Cogmind (now at Beta 7.1)
Post by: Skeletor on November 17, 2018, 02:33:28 AM
Huh, interesting. In the past I've dropped in a few times when I heard there was mention of Cogmind and was curious about /v's opinions, but reception generally seemed lukewarm for whatever reason.

CDDA I'm not surprised about, though, seeing as it has tons of players in a whole bunch of different communities :)

To me it looks like a pretty good reception on /v (both 4chan and 8ch), never seen anyone posting negative stuff about it (unlike other famous games like Elona, CDDA and Nethack which often attracts criticism).
Title: Re: Cogmind (now at Beta 7.1)
Post by: Kyzrati on November 17, 2018, 03:27:41 AM
Heh, that's good to hear. I guess part of the reason was that what I tended to see was random people just coming out and claiming "I love this game!" without really much/any other discussion besides whoever happened to be around at the time calling them a shill xD
Title: Re: Cogmind (now at Beta 7.1)
Post by: Kyzrati on November 23, 2018, 11:34:22 PM
SITREP Saturday #40: "10k" (https://steamcommunity.com/games/722730/announcements/detail/1699442433432868843) - New parts, new art, more streaming, an interview, a blog post... it's been busy around here!

Title: Re: Cogmind (now at Beta 7.1)
Post by: Kyzrati on December 04, 2018, 11:58:21 PM
Year 5 of the Cogmind
[Cross-posted from the devblog here (http://www.gridsagegames.com/blog/2018/05/achievements/)--follow link for better formatting and light-on-dark style.]

It almost seems unbelievable, but we're already pushing into our sixth year of full-time development!

Once again (https://www.gridsagegames.com/blog/category/annual-review/) it's time to look back over the past year at our progress, which in 2018 includes several major releases, other roguelike happenings, and our first full year on Steam. Here's an image collage to get us started :D

(https://www.gridsagegames.com/blog/gsg-content/uploads/2018/12/cogmind_development_year_5_small.jpg) (https://www.gridsagegames.com/blog/gsg-content/uploads/2018/12/cogmind_development_year_5_small.jpg)
Selection of images from the past year of Cogmind-related development as posted on this blog, forums, and Twitter (full mega size here (https://www.gridsagegames.com/blog/gsg-content/uploads/2018/12/cogmind_development_year_5.jpg)).

Development Time
This year we hit a pretty surprising milestone: Over 10,000 hours of work on Cogmind!

(https://www.gridsagegames.com/blog/gsg-content/uploads/2018/12/cogmind_monthly_development_hours_201307-201811.png) (https://www.gridsagegames.com/blog/gsg-content/uploads/2018/12/cogmind_monthly_development_hours_201307-201811.png)
Cogmind Monthly Development Hours, 2013.7-2018.11 (click for crisper full-size version). (The color coding is for different aspects of development tackled each month, the subject of a future in-depth article to come at a later time.)

The tally at the end of November just edged past that mark to reach 10,062. In Year 5 I added another 1,690 hours, which is 17.4% less than the 2,046 hours of 2017. Work on the game itself totaled 763 hours this year, compared to 896 hours of community-related work (purple). That's a 1:1.17 game-to-community ratio for 2018, compared to 1:1.10 last year. The lower ratio, as well as overall decrease in hours, can both be attributed to a number of factors:
The biggest chunk of total usable hours that were instead allocated elsewhere went to POLYBOT-7 (https://www.gridsagegames.com/blog/2018/03/polybot-7-2018-7drl/), although technically that has indirect benefits for Cogmind as well, since it's a somewhat similar game and got some decent attention. I'll talk more about that later.

All that said, 2018 has certainly been a very productive year. According to the graph, November actually saw more work on the game proper than any single month since April 2017, the month right before the major Beta 1 release--from this you can probably tell that the upcoming Beta 8 has a decent number of fresh goodies ;). And this year we finally got to a number of major features required for 1.0, making good progress checking off the last remaining bits of the roadmap (https://www.gridsagegames.com/cogmind/faq.html), alongside other additions.

Although there were only four major releases in Year 5, every one pushed Cogmind forward in a big way.

Beta 4 (https://www.gridsagegames.com/forums/index.php?topic=989.0) and Beta 5 (https://www.gridsagegames.com/forums/index.php?topic=1015.0) piled on tons more QoL, improved the early game, and reworked imprinting to make it a much more interesting strategic choice. Then the following two releases took longer than any had before...

Beta 6 (https://www.gridsagegames.com/forums/index.php?topic=1125.0) was the achievements update, where we got a non-Steam-reliant system including 256 achievements spread across six categories. You can read more about their design here (https://www.gridsagegames.com/blog/2018/05/achievements/).

(https://www.gridsagegames.com/blog/gsg-content/uploads/2018/12/cogmind_achievement_icon_matrix_256.png) (https://www.gridsagegames.com/blog/gsg-content/uploads/2018/12/cogmind_achievement_icon_matrix_256.png)
Don't worry, that's not all. We've got more where that came from ;)

Most recently Beta 7 (https://www.gridsagegames.com/forums/index.php?topic=1212.0) finally replaced the placeholder robot hacking system that's been in there since 2015, which I'd dubbed the "last major system" we'd need before heading to 1.0. I'm pleased with how it's turned out (better be--it took forever to design (https://www.gridsagegames.com/blog/2018/07/robot-hacking-take-2/) and implement!) Some further adjustments were made in Beta 7.1 (http://www.gridsagegames.com/forums/index.php?topic=1239.0), and we'll probably get some more robot hacks eventually, but for now you can play with the 65 (https://www.gridsagegames.com/blog/2018/08/65-robot-hacks/) already in there :D

We also had a little fun (https://www.gridsagegames.com/forums/index.php?topic=1085.0) for April Fool's this year, the kind of thing I'd like to do again... On that note, be on the lookout for another special intermediate update at some point this month, hopefully not long before Beta 8 itself lands.

(https://www.gridsagegames.com/blog/gsg-content/uploads/2018/12/cogmind_year_5_gif_collage_small.gif) (https://www.gridsagegames.com/blog/gsg-content/uploads/2018/12/cogmind_year_5_gif_collage_small.gif)
An assortment of 2018 progress gifs!

Cogmind-ish Stuff
So what other peripheral activities was I up to this year instead of working purely on Cogmind?

Well, 2018 is only the second time I've participated in 7DRL (http://www.roguebasin.com/index.php?title=Seven_Day_Roguelike_Challenge) since creating the first iteration of Cogmind back in 2012. You can read more about that, and the game itself, in the original release announcement (https://www.gridsagegames.com/blog/2018/03/polybot-7-2018-7drl/). One could say it's a Cogmind-like ;)

(https://www.gridsagegames.com/blog/gsg-content/uploads/2018/03/polybot_box_cover.png) (https://www.gridsagegames.com/blog/gsg-content/uploads/2018/03/polybot_box_cover.png)
POLYBOT-7 box art.

It really ate up a ton of time, though, which is kinda funny because it's suppose to be a "7-day" roguelike xD. All told I took a month off for that including planning, the week itself, and writing a massive postmortem (https://www.gridsagegames.com/blog/2018/03/7drl-postmortem-part-1-preparation/). I'm very glad to have done it, and would love to do more 7DRLs, though I'm thinking it's probably a better idea to skip 2019 in the interest of getting Cogmind to 1.0.

I also took part in this year's Roguelike Celebration (https://www.gridsagegames.com/blog/2018/10/roguelike-celebration-2018-experience/), which while technically only a couple days long also requires that I travel around the world, so there's that plus the fact that I need to arrive even earlier to avoid serious jet lag, and then I combined it with a bit of vacation to make the trip more worthwhile. Such a great event, and although my talk wasn't focused on Cogmind in particular, being about roguelikes did of course still provide a few opportunities to mention my own work. Beyond the actual attendees, the [video of that talk] was watched over 6,000 times in its first month o_O


And although it didn't really take much time, I did finally release a new version of REXPaint (http://www.gridsagegames.com/rexpaint/), one of my primary dev tools and one that's used by quite a few other devs and artists. I do have bigger plans for it, including putting out a sizable 2.0 one day, but don't want that to interfere with Cogmind development so keep waiting until at least Cogmind 1.0 is a thing.

As usual I've been writing a lot--documenting events, analyzing things, sharing knowledge...

One of the highlights this year is being featured as the front page main article on Gamasutra three separate times!
These are all articles originally serialized on the Grid Sage blog which I then merged into larger single articles for that site.

As mentioned earlier, this year I've also been putting together a ton of progress reports for the forums/Steam. We're up to 40 SITREPs now...

(https://www.gridsagegames.com/blog/gsg-content/uploads/2018/12/cogmind_year_5_sitrep_collage.gif) (https://www.gridsagegames.com/blog/gsg-content/uploads/2018/12/cogmind_year_5_sitrep_collage.gif)
A whole bunch of SITREPs...

In addition to the blog and these other outlets, I've continued hosting the r/RoguelikeDev FAQ Friday (https://www.reddit.com/r/roguelikedev/wiki/faq_friday) discussions. #69 through #76 are all from this year, and you can check them out for writings on topics like Packaging and Deployment (https://old.reddit.com/r/roguelikedev/comments/7o74vj/faq_friday_68_packaging_and_deployment/ds7ae1v/), Map Memory (https://old.reddit.com/r/roguelikedev/comments/84rkyv/faq_friday_70_map_memory/dvrshv8/), Movement (https://old.reddit.com/r/roguelikedev/comments/8buz9k/faq_friday_71_movement/dx9uedo/), Procedural Generation (https://old.reddit.com/r/roguelikedev/comments/9pebns/faq_friday_75_procedural_generation/e812xag/), and Consumables (https://old.reddit.com/r/roguelikedev/comments/9xgjqf/faq_friday_76_consumables/e9s51yk/).

Steam, Year 1
While Cogmind may have been on sale for three and a half years now, it's only been on Steam for a little over a year. I haven't been doing any business-related articles like I used to, not since the launch post-mortem (https://www.gridsagegames.com/blog/2017/11/data-thoughts-month-steam/) from November 2017, though I did take a stat-heavy look at player metrics (https://www.gridsagegames.com/blog/2017/12/player-metrics-stats-preferences-steam/) on Steam. (It was nice to get that out of the way before GDPR this year convinced me to change Cogmind stats back to being opt-in only, meaning that any data we collect now is only a minority of the total.)

Today I've put together a graph showing how sales on Steam have been trending over time:

(https://www.gridsagegames.com/blog/gsg-content/uploads/2018/12/cogmind_steam_sales_data_171017-181202.png) (https://www.gridsagegames.com/blog/gsg-content/uploads/2018/12/cogmind_steam_sales_data_171017-181202.png)
Cogmind sales history on Steam, Oct 2017~Nov 2018 (click for full size). Note: Sales off Steam are excluded here, but I mirror all discounts on my website, and the relative amount of revenue from direct sales pretty consistently hovers between 10-15% of all revenue, because yeah a lot of people buy games through Steam but Valve takes a huge nearly one-third cut of revenue from games sold on their site!

Sales are decent considering it's already been a year, though you can clearly see the total volume shrinking. Apparently I need to do more major releases paired with visibility rounds :P ("Visibility rounds" are Steam's option for developers to show a game off to more people a limited number of times during its lifetime, and which must be paired with a significant update.)

Or I guess just doing discounts like 25%+ would likely bring in a lot of revenue, although I don't really like the potential long-term impact that can have, not with a game as niche as Cogmind. I'm being as conservative as possible here... Besides, I already promised to keep the occasional discounts to 10% during EA, so not much room to maneuver there ;)

I did have that single two-week 25% discount at the end of last year in exchange for Valve giving me free front-page publicity for a day during that period, so it's good to see what kind of impact those things can have (I wrote about this on TIGS (https://forums.tigsource.com/index.php?topic=36249.msg1370861#msg1370861)).

Financially we're doing okay, but I'm starting to get worried about next year. This won't change much with regards to development plans since it was already about time to start aiming closer to 1.0 anyway, though I can see it keeping me from straying too far from that goal in 2019 :P

Special thanks to Shogo, Joshua, Wladimir, Gary, and others for your generous donations (https://www.paypal.me/GridSageGames) this year to help keep development going!

If possible I'd like to reach 1.0 next year! So first we're going to get an action-packed Beta 8, then I'll switch gears to focus on features that must be done by 1.0 (which is just a milestone, by the way, not the end of the road!).

There are absolutely tons more optional features I'd like to add, but I'm pretty sure I won't be able to safely fund development past another year of EA. We haven't yet hit the review threshold (https://www.gridsagegames.com/forums/index.php?topic=1097.0) I was hoping for, at least not in Steam terms (we've passed the threshold, but they don't count reviews from non-Steam purchasers :/). I mean, yeah we could've hit it already if I'd only released on Steam rather than via direct sales so long before, but to be honest this wouldn't have been a net positive because a huge chunk of Alpha revenue would've gone to Valve rather than me, making it hard to put so much time into polishing, so I'm glad things have worked out as they have so far.

But anyway, who knows, we may still hit it if I take too long to finish 1.0 ;)

Many thanks to everyone who's left a review so far--we've definitely got a much higher review-to-sale ratio than your average game on Steam <3

As for the release date, "next year" is a pretty broad target, though I can get a little more specific for you: We're going to get at least several more Betas before reaching 1.0, so it's unlikely to happen before Q4. Of course, if it gets too late I may have to avoid the holiday season and end up pushing it into 2020. October would be an okay month, but I'm not too keen on releasing in the months shortly after that. Anyway, we're flexible here :)

(https://www.gridsagegames.com/blog/gsg-content/uploads/2018/12/cogmind_2019_item_art_preview.png) (https://www.gridsagegames.com/blog/gsg-content/uploads/2018/12/cogmind_2019_item_art_preview.png)
Lots of fun toys coming in 2019!
Title: Re: Cogmind (now at Beta 7.2)
Post by: Xecutor on December 05, 2018, 01:21:22 PM
Man, you are amazing :)

Good job!
Title: Re: Cogmind (now at Beta 7.2)
Post by: Kyzrati on December 06, 2018, 12:38:43 AM
Hey Xecutor, thanks, it's a lot easier to do good work when I have the privilege of developing my project full time, unlike the majority of devs out there :P. Gotta make the best of it!
Title: Re: Cogmind (now at Beta 7.2)
Post by: Kyzrati on December 14, 2018, 11:48:12 PM
SITREP Saturday #41: "Be the Tank" (https://steamcommunity.com/games/722730/announcements/detail/3222787006937644054) - Art, mechanics, streams, IndieDB Top 100, long lost friends...

Title: Re: Cogmind (now at Beta 7.2)
Post by: Kyzrati on December 20, 2018, 11:15:11 AM
Special release :D


Full details in the announcement (https://steamcommunity.com/games/722730/announcements/detail/1699444970717096737), but the gist is that from now through the end of the year, each day Cogmind will feature different new content, including 17 new unique parts (some with completely new mechanics).

This mode will start up automatically for regular Cogmind players.
Title: Re: Cogmind (now at Beta 7.2)
Post by: Kyzrati on December 28, 2018, 11:28:27 PM
SITREP Saturday #42: "5A-N7A Report" (https://steamcommunity.com/games/722730/announcements/detail/1699444970757549653) - About those presents...

Title: Re: Cogmind (now at Beta 7.2)
Post by: Kyzrati on January 12, 2019, 12:25:04 AM
SITREP Saturday #43: "Pwning the Early Game" (https://steamcommunity.com/games/722730/announcements/detail/3584203509959393198) - Including a bit of Beta 8 preview

Title: Re: Cogmind (now at Beta 7.2)
Post by: Kyzrati on February 01, 2019, 11:16:16 PM
SITREP Saturday #44: "Code 403" (https://www.gridsagegames.com/forums/index.php?topic=1287) - Tons of Beta 8 QoL, plus some art, and a date :)

Title: Re: Cogmind (now at Beta 8)
Post by: Kyzrati on February 12, 2019, 12:31:49 AM


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

The best part: Most of Beta 8's features are accessible from the early game, so everyone can get to the new fun stuff right away.

(For the full release notes and feature demo images, see here (https://steamcommunity.com/games/722730/announcements/detail/1734352028594444300). Cogmind is also 10% off for the next week on the website (https://www.gridsagegames.com/cogmind/buy.html) (includes DRM-free plus Steam key), but not until 2/13 on Steam due to limitations on their platform settings.)

Cogmind Beta 8 "Forbidden Science" (0.10.190212) changelog:
Title: Re: Cogmind (now at Beta 8)
Post by: Kyzrati on February 19, 2019, 01:58:21 AM
Huge new in-depth blog post "Level Design and Shaping a Cogmind Experience (https://www.gridsagegames.com/blog/2019/02/level-design-shaping-cogmind-experience/)," giving a complete rundown of the entire process behind designing and building a new map, and explaining how it integrates with gameplay. Covers everything from concepts, notes, the design doc, thinking high-level gameplay, integrating it with the world, creating and adding content...

(https://i.imgur.com/I9Vq9LT.png) (https://www.gridsagegames.com/blog/2019/02/level-design-shaping-cogmind-experience/)
Title: Re: Cogmind (now at Beta 8)
Post by: Kyzrati on February 23, 2019, 01:26:07 AM
SITREP Saturday #45: "STATUS=WINNING" (https://steamcommunity.com/games/722730/announcements/detail/1753493876397370099) - Beta 7 stats are out, and I'm thinking about Patreon

Title: Re: Cogmind (now at Beta 8)
Post by: Kyzrati on March 13, 2019, 11:47:21 PM
I've set up a new Patreon page (https://www.patreon.com/Kyzrati) where players and fans of my work can support my projects :D

(https://i.imgur.com/dtvWuH4.png) (https://www.patreon.com/Kyzrati)

If you've never heard of it before, Patreon is basically a subscription service through which you can support individual creators and their work.

A number of developers have relied on ongoing donations (or specifically Patreon) over the years to help support their projects, and I've always thought this kind of model would be more suitable for the way I do things--less focused on the end-game commercial value of something and more about just making cool stuff :D

Even $1/month can really add up, but I guess we'll find out how feasible this is over the long term.

Check out the page for lots more info (https://www.patreon.com/Kyzrati)!

One of the possible perks is partial access to my debugging tools for Cogmind, which a number of players have been clamoring for but I didn't want to widely release. I'm cool with a more limited-scope release like this for some patrons, though :). I'll be writing more about this stuff in the future on the blog.

Speaking of the blog, for all patrons there's also early access to the latest article "Roguelike Level Design Addendum: Procedural Layouts." I've got a bunch of other new topics lined up as well.

Also, specifically with regard to the future of Cogmind, there's a new notice on the forums (https://www.gridsagegames.com/forums/index.php?topic=1312.0).

I should emphasize that although Cogmind happens to be what I spend most of my time on, the Patreon is actually not exclusively for that purpose. In a more general sense it's like the cool roguelike stuff fund for Kyzrati :P
Title: Re: Cogmind (now at Beta 8)
Post by: Kyzrati on March 31, 2019, 11:29:10 PM


It's that time of year again, when all sorts of fake things appear on the internet... But I've become a fan of using this opportunity to make crazy unprecedented things that are true, so Cogmind is going P̶a̶y̶2̶W̶i̶n̶  Pay2Buy! Well, for a day, anyway ;)

Get the latest Cogmind update and fire it up on April 1st, and anyone who's past the tutorial starts and has been playing the regular game will automatically have new runs start in Pay2Buy mode!

The general changelog is below, but you can read more about this event in the full release notes (https://steamcommunity.com/games/722730/announcements/detail/1726475446430864427) (includes feature demo images).

Cogmind Beta 8.1 "Pay2Buy" (0.10.190401) changelog:
Title: Re: Cogmind (now at Beta 8)
Post by: Kyzrati on May 29, 2019, 12:13:32 AM
Expanding on my roguelike level design article (https://www.gridsagegames.com/blog/2019/02/level-design-shaping-cogmind-experience/) from earlier, I've got a couple of new ones up!

The first gives additional level design details specific to underlying layout planning for procgen maps (https://www.gridsagegames.com/blog/2019/03/roguelike-level-design-addendum-procedural-layouts/).


And the second discusses the advantages of static, procedural, and hybrid maps (https://www.gridsagegames.com/blog/2019/03/roguelike-level-design-addendum-static-procedural/) in a roguelike.

Title: Re: Cogmind (now at Beta 8.2)
Post by: Kyzrati on June 14, 2019, 11:42:41 PM
SITREP Saturday #46: "Extreme Bothacking" (https://steamcommunity.com/games/722730/announcements/detail/1594752134004760455) - Featuring an avalanche of art, putting the word out about RIF upgrades, and a whole bunch of other stuff

Title: Re: Cogmind (now at Beta 8.2)
Post by: Kyzrati on June 19, 2019, 08:46:06 AM
Since my Beta 9 preview/bothacking run was running under the debugger while streaming and I screwed it up and lost it at the end of the stream, I started a new one this week which will go much further, seeing how far we can reasonably take this new play style :). It's getting strong already, with some interesting new possibilities...


(Also put Cogmind on discount right now for 10% off over on Steam (https://store.steampowered.com/app/722730/cogmind/) and my website (https://www.gridsagegames.com/cogmind/buy.html).)
Title: Re: Cogmind (now at Beta 8.2)
Post by: Kyzrati on July 08, 2019, 05:58:11 AM
New article: Special Game Modes in a Roguelike Context (https://www.gridsagegames.com/blog/2019/05/special-game-modes-roguelike-context/), exploring the hows and whys of alternate modes of play for roguelikes, taking a range of mode types from Cogmind and other games as examples.

(https://i.imgur.com/1xq9jed.png) (https://www.gridsagegames.com/blog/2019/05/special-game-modes-roguelike-context/)
Title: Re: Cogmind (now at Beta 8.2)
Post by: Kyzrati on August 06, 2019, 12:26:38 PM
I've been working on a new article series, the first two parts of which are up now:

Building the Ultimate Roguelike Morgue File: Stats and Organization (https://www.gridsagegames.com/blog/2019/07/building-ultimate-roguelike-morgue-file-part-1-stats-organization/)

Building the Ultimate Roguelike Morgue File: ASCII Maps (https://www.gridsagegames.com/blog/2019/07/building-ultimate-roguelike-morgue-file-part-2-ascii-maps/)

Also was able to put Cogmind on 10% discount for the week :)
Title: Re: Cogmind (now at Beta 8.2)
Post by: Kyzrati on September 20, 2019, 11:16:31 PM
SITREP Saturday #47: "Under Siege" (https://steamcommunity.com/games/722730/announcements/detail/1584627909146429527) - Featuring siege mechanics, a huge scoresheet data expansion, lots of neat QoL stuff w/demos, rebranded difficulty modes, new parts, plenty more pretty fan art, and more!

Title: Re: Cogmind (now at Beta 8.2)
Post by: Kyzrati on October 22, 2019, 12:14:39 AM

Cogmind Beta 9 is out! As big as two major releases in one, it's got upgradable bothacking, siege mode for treads, Explorer/Adventurer modes with optional permadeath, even more detailed scoresheets, and much more...

In the works for more than half a year, this release brings us pretty close to 1.0, at least based on the fact that there's little left in terms of "must-have" features on the roadmap.

Even just the changelog won't fit in a post, so I'm just going to point to the full release notes, demo images, and changelog (https://steamcommunity.com/games/722730/announcements/detail/1564364251369524565) over on my forums.

Here's an overview of the notes in image form:

(https://i.imgur.com/raEy3pl.png) (https://steamcommunity.com/games/722730/announcements/detail/1564364251369524565)

And the same for the changelog:

(https://i.imgur.com/lsehj8Y.png) (https://steamcommunity.com/games/722730/announcements/detail/1564364251369524565)
Title: Re: Cogmind (now at Beta 9.1)
Post by: Kyzrati on October 29, 2019, 12:16:24 AM

Hot on the heels of our massive Beta 9 update, time for an extreme change of pace...

Beta 9.1 "Abominations!" fixes a few new issues from Beta 9, but more importantly adds a special Halloween event that's been in the works for a couple weeks. This event's special mode includes:
(Please excuse the lack of detail, it's a surprise!)

Full release notes can be read here (https://steamcommunity.com/games/722730/announcements/detail/1652185077946479165), including a link to a lengthy article covering the the mode's content and entire design process, for those who don't mind spoilers.
Title: Re: Cogmind (now at Beta 9.1)
Post by: Kyzrati on November 12, 2019, 12:12:48 AM
New release! With 9.2 Cogmind gets Rich Presence on Steam, an explicit colorblind option, Abominations mode improvements, yet more scoresheet updates, plus the usual bug fixes and more.

For the full release notes and feature demo images, see here (https://steamcommunity.com/games/722730/announcements/detail/1595891352551643064).

(https://i.imgur.com/zds2Q1R.png) (https://steamcommunity.com/games/722730/announcements/detail/1595891352551643064)

Cogmind Beta 9.2 "Robotic Riches" (191112) changelog:
Title: Re: Cogmind (now at Beta 9.2)
Post by: Kyzrati on December 03, 2019, 12:36:27 PM
(https://i.imgur.com/hkkfk1v.png) (https://www.gridsagegames.com/blog/2019/12/year-6-of-the-cogmind/)

Our sixth annual review is up!

As usual this one is only available on the blog (https://www.gridsagegames.com/blog/2019/12/year-6-of-the-cogmind/), and includes topics like dev hours talk, a quick overview of the major releases and special events this year, new milestones reached, and musing on finishing, or not finishing, 1.0 in 2020 (something we gotta do for every new year, right? :P)

There might be a hint of things to come, things in the not-so-distant future...

IndieDB is also voting for GotY (http://www.indiedb.com/games/cogmind) again, so if you could, I'd appreciate if anyone can spare a moment to help Cogmind take its place in the Top 100 this year :D (might as well keep the five-year streak going!)
Title: Re: Cogmind (now at Beta 9.3)
Post by: Kyzrati on December 17, 2019, 12:02:03 AM

Introducing "RPGLIKE", this year's Winter special event and all-new optional way to play Cogmind, with a completely different progression system and other significantly game-altering mechanics!

Raise levels, select permanent upgrades, repair your core and parts--keep your build :)

This mode plays with the concept of making Cogmind a little bit more like other traditional roguelikes, though combined with Cogmind's unique content opens up quite a few new strategic horizons.

For the full release notes and feature demo images, see here (https://steamcommunity.com/games/722730/announcements/detail/3997439124960125488).

Cogmind Beta 9.3 "RPGLIKE" (191217) changelog:
Title: Re: Cogmind (now at Beta 9.5)
Post by: Kyzrati on March 31, 2020, 11:15:21 PM
Multiplayer Cogmind is here!


Are you stuck at home?

Want to play some Cogmind but with extra social interaction?

How about taking on Complex 0b10 with a friend! Don't worry, NO REAL FRIEND NECESSARY, we'll provide one for you!

Welcome to Cogmind Beta 9.5...

This April 1st, just fire up a run and leave the Scrapyard to join forces with Player 2 on the adventure of a lifetime :D

Use the superior firepower of TWO COGMINDS to teach the Unaware that they should've stayed a safe distance away from you.

Your brand new friend comes with

For the full release notes and feature demo images, see here (https://store.steampowered.com/newshub/app/722730/view/2108188492736509359).

Cogmind Beta 9.5 "Player 2" (200401) changelog:
Title: Re: Cogmind (now at Beta 9.5)
Post by: Skeletor on April 01, 2020, 02:25:41 AM
Great to hear development of this gem is still up and going.
I quite like polybot-7 as well.
Title: Re: Cogmind (now at Beta 9.5)
Post by: Kyzrati on April 01, 2020, 04:20:20 AM
Hey Skeletor, very much still going... at this rate maybe forever? xD

Don't hear much about P7 these days, although people do play it occasionally. I should stream another run at some point, although in the near term I'm very much occupied by streaming this fun new mode (and some more 7DRLs!).
Title: Re: Cogmind (now at Beta 9.6)
Post by: Kyzrati on April 13, 2020, 10:48:32 PM
Cogmind Beta 9.6 is out, now with a new and improved Player 2!

For the full release notes and feature demo images, see here (https://steamcommunity.com/games/722730/partnerevents/view/2223031551500463644).

(https://i.imgur.com/74VNUIY.png) (https://steamcommunity.com/games/722730/partnerevents/view/2223031551500463644)

Cogmind Beta 9.6 "Core Friends" (200414) changelog:
Title: Re: Cogmind (now at Beta 9.6)
Post by: Kyzrati on August 25, 2020, 09:11:46 PM
Cogmind leaderboards are back in action (https://www.gridsagegames.com/cogmind/scores/)!


The highly detailed new scoresheets introduced for Beta 9 finally have a centralized home :)

You can read more about them in the full announcement (https://steamcommunity.com/games/722730/announcements/detail/2757846337312318395).
Title: Re: Cogmind (now at Beta 9.6)
Post by: Dreadoosa on September 04, 2020, 10:34:45 PM
Man, wild to see how far this has come along scrolling through the updates!
Title: Re: Cogmind (now at Beta 9.6)
Post by: Kyzrati on September 04, 2020, 10:38:02 PM
Man, wild to see how far this has come along scrolling through the updates!
It has indeed been quite a long time, certainly way beyond "yeah this'll be done in late 2015, maybe 2016" :P

Next major release is coming this month, and still lots of plans after that... I wonder when 1.0 will happen! (I guess 1.0 is a minor milestone at this point, haha)
Title: Re: Cogmind (now at Beta 10)
Post by: Kyzrati on September 14, 2020, 10:30:53 PM

The full ambient soundscape is here, and it's not alone! Cogmind Beta 10 is a major release that also comes with expanded bothacking abilities, two more alternate endings, many more types of drones, and of course lots of other features to improve the overall experience.

For more details and demo images check out the release notes on Steam (https://steamcommunity.com/games/722730/announcements/detail/4738306083317680972) or the forums (https://www.gridsagegames.com/forums/index.php?topic=1475.0). (Only the latter has the entire changelog in text form, though, because it's huge and vastly exceeds Steam's character limit on news announcements xD)

(https://i.imgur.com/8piKJc1.png) (https://steamcommunity.com/games/722730/announcements/detail/4738306083317680972)
Title: Re: Cogmind (now at Beta 10.2)
Post by: Kyzrati on October 29, 2020, 11:19:18 PM
It's a new release with a special event for Halloween, and more!

Let the ARG begin :D


Release notes with details. (https://steamcommunity.com/games/722730/announcements/detail/2945877682915485718)
Title: Re: Cogmind (now at Beta 10.2)
Post by: Kyzrati on November 27, 2020, 08:08:51 AM
Exploring the Concept of a Terminal Roguelike “Overmap” (https://www.gridsagegames.com/blog/2020/11/exploring-concept-terminal-roguelike-overmap/)

Title: Re: Cogmind (now at Beta 10.2)
Post by: Kyzrati on December 05, 2020, 02:06:30 AM
(https://i.imgur.com/yqcefHg.png) (https://www.gridsagegames.com/blog/2020/12/year-7-cogmind/)

Time for the annual annual review! This is the seventh, now available on the blog (https://www.gridsagegames.com/blog/2020/12/year-7-cogmind/). There's the usual discussion of dev hours, an overview of releases and events from throughout the year, and confirmation that 1.0 will not be released in 2021, among other news :P
Title: Re: Cogmind (now at Beta 10.2)
Post by: Kyzrati on December 23, 2020, 11:49:10 AM
For anyone interested in how the ARG was put together or how it went, there's now a post-mortem (https://www.gridsagegames.com/blog/2020/12/cogmind-2020-arg-post-mortem/) on the blog.


There's also a complete walkthrough (https://www.gridsagegames.com/blog/2020/12/cogmind-2020-arg-walkthrough/) with lots of details for those who might be interested in the puzzles, or knowing/getting the rewards without actually going through the steps :P

Title: Re: Cogmind (now at Beta 10.2)
Post by: Kyzrati on February 14, 2021, 12:31:30 PM
Item Searching and Filtering (https://www.gridsagegames.com/blog/2020/12/item-searching-filtering/)! Features for facilitating searches through a large number of items, both generally as well as according to more specific customizable criteria...

(https://i.imgur.com/8vCbbQX.png) (https://www.gridsagegames.com/blog/2020/12/item-searching-filtering/)
Title: Re: Cogmind (now at Beta 10.2)
Post by: Kyzrati on March 04, 2021, 06:50:45 AM
The Map Ruler (and other overlay QoL) (https://www.gridsagegames.com/blog/2021/02/the-map-ruler-and-other-overlay-qol/): Describing a ruler for easily measuring distances between any points, as well as terrain destructibility visualizations and FOV overlays.

(https://i.imgur.com/RvSOMsf.png) (https://www.gridsagegames.com/blog/2021/02/the-map-ruler-and-other-overlay-qol/)
Title: Re: Cogmind (now at Beta 10.2)
Post by: Kyzrati on April 01, 2021, 08:32:20 AM
SITREP Saturday #48: "Volatile Times" (https://steamcommunity.com/games/722730/announcements/detail/3015697429653327403) - Recapping the past few months with ARG results, Beta 9 stats, and new features like item searching, map rulering, and more infowaring to provide a taste of what's to come.

Title: Re: Cogmind (now at Beta 10.2)
Post by: Kyzrati on October 08, 2021, 11:36:55 PM
SITREP Saturday #49: "A World Rebuilt" (https://store.steampowered.com/news/app/722730/view/3022469953848529671) - A Beta 11 progress report on storage, propulsion, damage types/crits, plus new sensors, cargo convoys, and more. Also an idea of what's coming in Beta 12/13 thanks to player support!

Title: Re: Cogmind (now at Beta 11)
Post by: Kyzrati on March 18, 2022, 12:02:39 AM

Cogmind Beta 11 "Mechanical Renaissance" is released! Over a year in the making, for Cogmind's 10th anniversary we have a massive set of new toys, challenges, revamped mechanics, and more.

For more details and demo images check out the release notes (https://store.steampowered.com/news/app/722730/view/3124941429728136962).

(https://i.imgur.com/LovMLrt.png) (https://store.steampowered.com/news/app/722730/view/3124941429728136962)