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
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
- new AI behaviors
- most of your same capabilities and will evolve and manage their own build and inventory
- over 600 lines of situational dialogue to keep you company on the way
For the full release notes and feature demo images, see here.Cogmind Beta 9.5 "Player 2" (200401) changelog:- NEW: Unique AFD mode for 2020, automatically activates on 4/1 for anyone who has played at least three runs
- NEW: Command line argument "-forceMode:AFD2020" (or "-forceMode:Player2") to enable the AFD mode from 2020, regardless of system date
- NEW: [Player 2 mode] Join forces with Player 2, another Cogmind with most of your same capabilities
- NEW: [Player 2 mode] Adds a special interface displaying Player 2's class and movement data, with persistent access to their loadout (toggle w/'9' or LMB)
- NEW: [Player 2 mode] Cogmind and Player 2's core integrity levels are linked
- NEW: [Player 2 mode] Multiple smarter AI behaviors for Player 2
- NEW: [Player 2 mode] Over 600 lines of situational dialogue
- NEW: [Player 2 mode] 1 new unique superweapon
- NEW: List of item schematics during manual hacks darkens any that are already known
- NEW: Option to block achievement earning while in challenge modes and special modes (advanced.cfg: onlyRegularModeAchievements)
- NEW: Manual "Difficulty" section includes explicit subsection for Rogue setting
- NEW: Manual part list data visualization descriptions further clarify meaning of heat mode values
- MOD: Part autoreplacement feature compares items based on based on current integrity rather than percent integrity remaining
- MOD: Part autoreplacement feature never swaps in known faulty or broken parts
- MOD: Advanced option "ignoreAscendConfirmation" no longer prevents warnings about leaving allies behind
- FIX: Size 36 fonts had become unusable on 4K screens [mudshark]
- FIX: [RPGLIKE mode] Pressing '0' with an open ally order list would open RPGLIKE upgrade menu [NikolayAg]
- FIX: [RPGLIKE mode] Protomatter might have a negative value under some conditions [Terminus, Rumbl3]
- FIX: Part autoreplacement feature was sometimes making undesirable swaps with regard to relative integrity [sunqingyao]
- FIX: Automatic waypoint recall for guided weapon attacks had stopped working [Valguris]
- FIX: Changes for RPGLIKE mode broke Sensor Arrays and Visual Processing utilities, allowing them to stack [Kerapace]
- FIX: Beta 9.5 prerelease bugs hunted down by: [CaptainWinky, Xii, lsend]
- FIX: [Pay2Buy mode] Hotkey for closing CogShop was still '0' rather than the newer '9'
- FIX: New "Broken" prefix for non-functional parts did not automatically update until part changed in some other way
- FIX: New "Broken" prefix for non-functional parts was included in log messages regarding that state change
- FIX: [Abominations mode] Abominations more effectively switch between propulsion modes when more than one available
- FIX: Since AI modifications to support autonomous weapons, disarmed combat bots might continue chasing targets rather than fleeing after loading a save
- FIX: Regular map exit warnings were not displayed if attempting to exit while somehow already on top of stairs
- FIX: Starting XP for RPGLIKE mode was added to score data even outside that mode