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Beta 12 is done, to be released some time next week, but let's test it out first! I'm calling this one X7 even thought it's probably the same thing that will be released publicly (and even if it isn't saves will/should technically be compatible after the transition).

Speaking of saves, with this release we have a new "old save notification" system that will more specifically identify the compatible Cogmind version that goes with whatever most recent old save file it found in your directory, and if you're on Steam, what branch you'll need to be on to finish that particular run, should you choose to do so.

Kinda funny that "Beta 12" turned out to be/include all the things that were not the main features of Beta 12 in the first place, but that became major features in their own right xD

Changelog

As usual the full Beta 12 changelog is available with the release, while below you'll find all the changes since X6:

  • NEW: 3 new encounters
  • NEW: 1 new corruption effect
  • NEW: On-map popup shows in white when attached part rejected due to system corruption
  • NEW: Expanded Active Sensor Suite activity paths to include all maps and prefabs
  • NEW: Additional AI behaviors during particular large-scale battle in Research
  • NEW: Extended game major NPC data core contains additional map information
  • NEW: Item info window explicitly lists Chunk count for AOE damage, which may not always be 1~3
  • NEW: More detailed old save incompatibility detection and reporting system
  • NEW: Gallery data exporting includes explosion arc values for applicable weapons
  • MOD: ECA rewards mostly come from destruction
  • MOD: Ranged robots no longer proactively back away from melee-equipped hostiles while standing in an open doorway
  • MOD: Operators/Mechanics no longer always start immediately adjacent to their assigned interactive machine
  • MOD: Research branch firing range encounter no longer allows victims to attack one another if only some assimilated
  • MOD: Zion more reactive to potentially hostile actions
  • MOD: Zion defenses no longer infinite
  • MOD: Data Miner now has Disruption immunity
  • MOD: Imp. Q-Thruster support increased from 8 to 9, base speed reduced from 35 to 40
  • MOD: Cmb. Linear Gravjet support reduced from 17 to 14
  • MOD: Propulsion of the same category may not always have the same Mod/Extra speed modifier (updated stat context help)
  • MOD: Recycling defensive measures replaced
  • MOD: Updated several lore entries to reflect changes to Recycling
  • MOD: Expanded conditions under which Decoy Drones might self-destruct
  • MOD: Earth cells reverted to black background in tiles mode
  • MOD: Latent Energy Streamer special behavior indicated as part of description in part info window, rather than under Effect header
  • MOD: Several events with disabled bots no longer include possibility of Programmer class
  • MOD: Updated large robot AI around blocking terrain
  • MOD: Updated "Rincewind" achievement description to be more specific in light of NEM artifact
  • FIX: Beta 9 update unintentionally dumbed down extended game major NPC during certain combat situations [aoemica]
  • FIX: Ablative armor flashed while at 200 heat, despite its description stating it doesn't take effect until rising above that level [aoemica]
  • FIX: Interactive machines in extended game map were locked instead of disabled after major event [aoemica]
  • FIX: Using full or partially loaded Trap Extractors moving over free nonmatching trap items would attempt to collect them [leiavoia]
  • FIX: formatsys_deep had stopped ARCs from properly deploying [leiavoia]
  • FIX: Hard Hitter achievement could be earned indirectly by triggering Z-Power destruction [Paperbell, DeadlyBlueApples]
  • FIX: Mechanics could complete repair tasks on target no longer affiliated with them if conditions met prior to faction change [CaptainWinky]
  • FIX: Repairing or Scanalyzing a Broken part at a machine could break it again [JackNine]
  • FIX: Crash due to replicating Broken LC Capacitor [Boris]
  • FIX: reportBotnetSupportedSuccess/reportBotnetInsufficientFailure options caused various oddities when connecting to non-0b10 machines
  • FIX: Garrison Assembled-related event spawned some as hostile even to CRM users
  • FIX: Potential crash during system corruption IFF burst if passing turns while Cogmind offscreen near right/bottom map edges

Lots of little things--was great to have this opportunity to clear out a backlog of pre-Beta 11 issues or needs that I ran out of time to address. The biggest gameplay change from X6 to X7 is an overhaul of the ECA rewards system, expanding it to be based mostly on destruction. Recycling was also partially reworked in advance of more changes coming to that part of the world in Beta 13.

The reportBotnetSupportedSuccess options which were seriously bugged and crashy when introduced in X6 should hopefully be fixed now, so if you turned those on then back off again (likely), try using them again and let's see how they perform now!

We've always had several reminders when system corruption rejects a part (sfx, part list animation, log msg, and a movement block!), but some people may still not notice that, so to make extra sure you know this occurred, there's also a pop-up right on the map!

If that doesn't work for everyone, the next step is a modal window that includes a 10-minute survey.

CHUNK DATA!

Sheesh I can't wait to get Beta 12 out so I can actually continue working on what Beta 12 was supposed to be about xD

Get Beta 12 X7

On Steam, Beta 12 X7 is located on the new beta branch "beta_12_x7" accessible with the code "EncryptionGood", 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.

If there are patches in the coming days, they will added here (and also announced on Discord).

Wizard Mode Addendum

Now that desire paths are complete, you can check out the visualization for them on any map in wizard mode using the toggle Ctrl-Shift-Alt-r.

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