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Polymind has been added to our latest and greatest Beta, now up to X6, having "skipped" X5 since I was using that designation internally as an intermediate step while bringing Polymind forward before more recently continuing to add a few new features and tweaks on the road to finalizing Beta 12.

If you recall from my 2023 intro post, there was the possibility of changing our pace here, which I've now committed to, so we're going to see an initial Beta 12 release that revolves mostly around Garrisons/ECA/Scrap Engine and any other smaller features that have been added, followed by likely two more releases that include the rest of Beta 12 content (a chunk of which is already completed but excluded from current builds).

This will get us back to a somewhat more responsive public dev cycle, with the first part likely coming in late February/early March, after yet more modifications to Beta 12 and another prerelease including all of that. In the meantime I've also been catching up on a lot of writing, the results of which I'll start to post over the coming weeks, including Polymind stats as well.

Changelog

  • NEW: Polymind mode accessible in Beta 12
  • NEW: Exposed earth cells make use of background color to help differentiate from walls
  • NEW: 3 new build type descriptors (some may not yet be attainable)
  • NEW: 5 new items
  • NEW: 11 new SFX
  • NEW: 1 new lore entry
  • NEW: 1 new scoresheet entry
  • NEW: Some derelict classes capable of moving through Twisted Machinery
  • NEW: Options for reporting on botnet effectiveness (advanced.cfg: reportBotnetSupportedSuccess/reportBotnetInsufficientFailure)
  • NEW: [Polymind mode] Hosts require 1~2 turns to reboot after being released
  • NEW: [Player 2 mode] Additional situations with more dialogue lines
  • MOD: Scrap Engine obtained on entering Recycling, instead of Factory
  • MOD: GOLEM Unit activation never triggers within 5 turns
  • MOD: Deep Caves wall more proactive if chambers disturbed
  • MOD: Wall/door destruction at a depth of -10/-9 in 0b10-controlled areas increases influence by 1
  • MOD: ARC storage type changed from Large to High-capacity
  • MOD: Mechanic class built-in inventory capacity increased from 10 to 12
  • MOD: Scrapyard renamed to Junkyard
  • MOD: Adjustments to certain Mines layouts
  • MOD: Propulsion Mod/Extra stat context help simplified to reflect self-imposed data limitations as currently used in game
  • MOD: Adjustments to power construct naming scheme
  • MOD: Switched Toggle part auto-activation hotkey from F10 to Ctrl-F10
  • MOD: [Polymind mode] Suspicion reduction from attacking 0b10 enemies restricted to more reasonable applicable scenarios
  • MOD: [Polymind mode] Stasis bubble strength transferred between host and Cogmind where applicable
  • MOD: [Player 2 mode] "Corrupted" prefix not shown for items listed in Player 2 loadout
  • FIX: Wall/door destruction in -10/-9 increased influence by 3 instead of 0 due to regression in Beta 11 [aoemica]
  • FIX: Scoresheet Last Messages section could include player notes [aoemica]
  • FIX: Crash during rare Shearcannon-related NPC event if targeting its own position [aoemica]
  • FIX: [Polymind mode] Gunslinging by 0b10 bots could choose to target Cogmind even if unsuspicious [aoemica]
  • FIX: Swapping positions with stationary FOV-sharing drones did not update their FOV until a later visible action forced an FOV update [R-26 Lightspeed]
  • FIX: [Polymind mode] Assimilating targets via hacking-capable host caused them to always share FOV with Cogmind [R-26 Lightspeed]
  • FIX: Scoresheet could increment Reinforcement squad tally even if none was able to be dispatched in a certain extended map [leiavoia]
  • FIX: In rare cases certain actions during the Mines cave-in event could cause numerous excavation squad dispatches over a long period [Lumberblack]
  • FIX: Context help for robot DORMANT state still indicated hacking was possible [nogimagogi]
  • FIX: Context help for weapon Arc stat reworded to clarify projectile mechanics [Benkyo]
  • FIX: Updating from certain older versions to newer versions with a run in progress could delete an older primary save file, leaving only backups [2zz423]
  • FIX: Derelict-infiltrated ambush traps could exist in Research branches [Infomantis]
  • FIX: Typos [aoemica, lyra]
  • FIX: Dying to a Fire trap caused game over screen to report death by cave-in
  • FIX: [Polymind mode] Crash on taking control of Programmer host while default info panel already open

So now you all now have access to the new look for earth cells, which solves the walls vs earth issue in ASCII (though the color changes also apply to tiles mode as well). Here's a reminder of how that looks:

Powerful AOE teleporting is now possible... somehow. Here's a test:

As a result of a random discussion on Discord one day, there are two new optional advanced.cfg features you can turn on to reflect botnet effectiveness when hacking, the main one notifying you when your previously installed botnets were what made it possible to succeed on a given hack:

The alternate option is more of a joke, but included for completeness sake where it'll tell you how you could've succeeded if you have X more botnets at the time (up to a max of 3):

One new architectural change not reflected in the changelog itself (since on the surface nothing should be affected) is that the trap faction ownership system was rebuilt to add more flexibility, so I guess be on the lookout for any oddities regarding that. I haven't noticed anything yet myself.

For anyone wanting to test it out, note that I moved the "free" Scrap Engine from -7/Factory to Recycling (wherever that happens to be), bringing it closer to how it will actually be acquired in the future. The plan is that later on you'll be able to take it from somewhere on that map, but for now it's still just out there in the open when you arrive. There will also be a new way to reach Recycling in the future (Beta 13), but that route is not available in this build.

Get Beta 12 X6

On Steam, Beta 12 X6 is located on the new beta branch "beta_12_x6" accessible with the code "Polymind2023", or if you don't have Steam and bought through FastSpring and would like to try the DRM-free version, send me an email at gridsagegames@gmail.com to be added to the Beta 12 cycle notification list. Anyone already signed up will receive a separate email with link.

Saves are not compatible with previous releases.

EDIT: A couple days into the release here I got some reports of crashes, and made updates to fix those! (build 230120a: saves still compatible.) An updated DRM-free version is available from the same link as before, and Steam should update for you automatically on the beta branch.

Wiki

aoemica has been building an amazing wiki resource for Cogmind, on top of all the other cool tools on their site. So much strategy info, useful tips, and more--even screenshots galore showing various encounters and even some with diagrams! Consider contributing if you have something to add :)

Most of the maps are in there, with a great level of detail, but there are also plenty of wiki links and other topics that could be filled out with more info.

RoguelikeDev News

  • Several hundred people have signed up so far for this year's 7DRL event, coming at the beginning of March. I won't be joining, but as usual I'll want to stream and share what seem to be some of the more interesting entries.
  • On the RoguelikeDev subreddit this month we've been holding the 2023 in RoguelikeDev event, encouraging devs to share project progress from last year and plans for the next. Lots of interesting posts so far, as usual :D

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