Author Topic: Cogmind (now at Beta 14)  (Read 243890 times)

Lord_Mork

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Re: Cogmind (now at Alpha 9)
« Reply #60 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"?

Aleksanderus

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Re: Cogmind (now at Alpha 9)
« Reply #61 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

Kyzrati

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Re: Cogmind (now at Alpha 9)
« Reply #62 on: June 30, 2016, 03:14:33 AM »
New article: Inventory Management, Revisited - A closer look at the growing number of advanced UI features aimed at facilitating inventory and equipment management in Cogmind.


Kyzrati

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Re: Cogmind (now at Alpha 9)
« Reply #63 on: July 27, 2016, 12:42:21 AM »
New article: Tutorials and Help: Easing Players into the Game - A breakdown of Cogmind's tutorial, together with discussion and analysis of other help features for input, mechanics, and strategies.


Kyzrati

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Re: Cogmind (now at Alpha 9)
« Reply #64 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.

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

Kyzrati

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Re: Cogmind (now at Alpha 10)
« Reply #65 on: September 12, 2016, 01:14:29 PM »
New article: Ability/Effect Systems and 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.


Kyzrati

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Re: Cogmind (now at Alpha 10)
« Reply #66 on: September 20, 2016, 06:17:23 PM »
New article: Roguelike Celebration 2016, the Experience - On the largest-ever roguelike gathering in history, covering what it was like both objectively and subjectively :)


Tzan

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Re: Cogmind (now at Alpha 10)
« Reply #67 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.  :)

Kyzrati

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Re: Cogmind (now at Alpha 10)
« Reply #68 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. 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)

Tzan

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Re: Cogmind (now at Alpha 10)
« Reply #69 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?

Kyzrati

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Re: Cogmind (now at Alpha 10)
« Reply #70 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...)

Kyzrati

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Re: Cogmind (now at Alpha 10)
« Reply #71 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.

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

Tzan

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Re: Cogmind (now at Alpha 10)
« Reply #72 on: October 11, 2016, 03:33:33 AM »
Hey Tzan that's a great shot! :D

Thanks
Canon XTi + tripod + 10 second timer + a little photoshop because it was too dark.

Kyzrati

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Re: Cogmind (now at Alpha 11)
« Reply #73 on: October 12, 2016, 02:08:28 AM »
And wow, RPS/Adam Smith wrote a thing for this new release :o

@Tzan: I always use a little Photoshop myself :)

Kyzrati

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Re: Cogmind (now at Alpha 11)
« Reply #74 on: October 26, 2016, 01:25:57 AM »
New article: Weaving Narratives into 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)