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Player 2 is here! Took longer than expected partially because the virus thing is having a wider range of impacts on daily life than I might expect (even if we're currently better off here than in many other places), but also because because there's a lot of work behind the scenes for this one even if the changelog isn't incredibly long. I've done way more playtesting of this mode than I've ever done before, first of all because it's really fun and interesting, but also because it needs it given the complexities of building a new AI, one much more complex than anything previously done in Cogmind.

This version could more or less be what is released publicly come April 1st, but I've dubbed it X1 for now since we're still a couple weeks out, and I can imagine perhaps some more changes happening between now and then depending on feedback.

Here's the full changelog as it stands right now:

  • 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: [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

A majority of the reported issues from Beta 9.4 have not been addressed here, left instead for Beta 10 since the goal for 9.5 was essentially to focus on the special mode itself.

Media

Me and my buddy as we explore Research:

Player 2 upgrading themselves:

Player 2 helping me destroy and loot a Hauler:

We destroy an Energy Cycler together:

Get 9.5

On Steam, Beta 9.5 X1 is located on the beta branch "patron_release" accessible with the code "kyzratipatron", or if you don't have Steam and would like to try the DRM-free version, send me an email at gridsagegames@gmail.com.

Beta 9.5 saves are not compatible with previous releases, so consider first finishing up any in-progress run, or keeping a separate copy of your save while you play this one in the meantime. As you'll likely you'll want to try the new Player 2 mode rather than just the regular 9.5, in order to do that (because it's a timed event), you'll need to force it to activate. For that there's a new command line argument: "-forceMode:AFD2020" (or "-forceMode:Player2"). (Within Steam this is handled by going to Cogmind > Properties > Set Launch Options.)

Keep news of this release under wraps for now--for the wider community it'll be a surprise!

If smaller modifications are made in the near term and the version is further updated, I'll simply edit this post (and announce it in the patron Discord channel) rather than making a new post.

Dev Progress

So I still haven't actually started on Beta 10, which is kinda funny because if you recall the whole point of skipping straight to working on a special mode was so that I could have that done and ready long before its deadline and get a head start on Beta 10 so it would have more time available in its dev cycle. Then not only did the coronavirus came in and starting disturbing things left and right, but I also chose a rather intensive AI-based theme for the new mode, which is just asking for a lot of work xD

Still, overall I'm quite pleased with the results and think it was a worthwhile endeavor, and am pretty sure players will really enjoy this one as well, so that's good! (Notice we're getting closer and closer to that completely unnecessary but fun-if-possible goal I talked about earlier--an AI that actually plays Cogmind by itself :P)

Oh right, I guess there was the fact that I also built Cogmind Battle Royale before deciding against that as this year's AFD mode... But then this new AI wouldn't exist without building on that fundamental work anyway, so in that regard it was just a necessary stepping stone!

Hopefully aside from further viral disruptions there will be a relatively smooth transition into Beta 10 development soon. We're heading into tax season so that'll eat up some time before long, and I'm still undecided about the direction for the final stages of Cogmind's audio, but even aside from that there's lots to get started from the Beta 10 plans!

Update 200325

Since this post I've updated the release a couple times with minor changes (saves have always remained compatible between them), including most recently finalizing it as Beta 9.5, so it should now be essentially what is released next week for 4/1!

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