Alpha 7!
For the
full release notes containing plenty more detail about the content and mechanics of this release, see
here.
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