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 I put together.
For the full
release notes with extra detail and an introduction to what this release is all about, see
here.
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