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The new layout is here! Allllll those mockups, and then some, are now a playable reality as first advertised in those demos from late January (and in a more recent wider announcement on Steam or the forums, which contain more or less the same info, along with a few general updates for the masses).

Earlier today I streamed this build along with an introduction and dev talk etc. (that'll be up on the YouTube channel later), and now if you'd like to you can put it to the test as well.

When you first run X3, you will automatically be switched to the 45-row layout (a form of which will become the default for new players), with a new suitable appropriate grid size and font size chosen for you.

I did extensive testing of the automated configuration aspects so hopefully there are no issues, but there are so many setups out there so who knows what we may encounter :P. If you do have any issues just let me know and I'll sort it out.

You can adjust your font as usual (there might even be new typefaces available at your resolution!), and also of course change the layout back to the original one if you like. Both are available, accessible as the very first item in the Options menu.

Changelog

The X2-to-X3 changelog is as follows:

  • NEW: Increased text/tile size by ~33% via 45-row UI layout, affecting map view area and window modality (new default setting, adjust in Options menu)
  • NEW: Numerous additional font typefaces and variants for higher resolutions based on autoscaled low-resolution options
  • NEW: In 45-row UI layouts, rare instances of robots with too many parts and resistances to list put remainder of latter behind a More prompt
  • NEW: In 45-row UI layouts, status window with a full complement of modifiers and resistances can put remainder of latter behind a More prompt
  • NEW: In 45-row UI layouts, primary Advanced Commands list split into two pages
  • NEW: Hidden modal inventory automatically toggled open during relevant 'p' part management options and modal drop process (keyboard mode)
  • NEW: Automated saves on map entry in Adventurer/Explorer mode do not occur if more than one-third of your part slots were empty on leaving previous map
  • NEW: Option to exclude item ratings from map item labels (advanced.cfg: itemLabelHideRating)
  • NEW: Option to have map item labels specify size of unidentified items if greater than 1 (advanced.cfg: itemLabelAddUnidentifiedSize)
  • NEW: Combat log reports missile interceptions
  • NEW: Scoresheet records UI layout under Options
  • NEW: Fatal error screen gives full details of internal error message
  • MOD: Reverted storage exception for part auto-replacement behavior introduced in X2
  • MOD: World map fully opens almost instantly instead of tracing route
  • MOD: Search patrol responses converted to assault dispatches in extended game area C
  • MOD: Multislot propulsion no longer fabs in pairs
  • MOD: Throwing Claymore stacks reduced in size
  • MOD: HUD optional clock/run timer text darkened
  • MOD: HUD situational influence readout text darkened slightly
  • MOD: Parts list window can take up as much extra space as available in right HUD on some resolutions (26 slot maximum still applies)
  • MOD: Advanced Commands help for parts window no longer lists a number of simple commands already found on Basic commands page
  • MOD: Scrolling item gallery with mouse wheel shifts by a full page each time
  • MOD: "Missiles Intercepted" scoresheet entry moved under "Hostile Shots Fired" category
  • MOD: Font config file comments out special typefaces and size options rather than designating availability via Available column
  • MOD: Updated formatting of some font set names
  • MOD: [Abominations Mode] Optional HUD clock/run timer overridden by Abominations data reporting in 45-row UI layouts
  • FIX: "Novice Programmer" and "Prolific Hacker" achievements may not always trigger when they should [S0ZDATEL]
  • FIX: "I Spy" achievement still hardcoded to old sensor array ranges, making it easier to trigger [S0ZDATEL]
  • FIX: Adventurer/Explorer mode automated saves on map entry did not always trigger under intended circumstances [dr.hermelin]
  • FIX: Defensive hackware was not blocking hacking feedback, instead the effect was being applied based on another unrelated utility category
  • FIX: hitChanceVolleyAverage option was stored in the wrong file (options.cfg instead of advanced.cfg)
  • FIX: Schematic info for special items such as Multitool, Plasma Cutter would overlap bottom row of window

So clearly X3 is pretty much about the new interface. There are a few other random things thrown in there, and some of the interface work benefits all players as opposed to only those using/needing the new layout, probably the biggest among those being the brand new speedy world map.

I tested pretty much all the possible permutations to make sure it's working properly, but let me know if you see anything out of the ordinary as far as its appearance goes.

Another new request from over on the forums that I fulfilled recently and you may not have heard about is the advanced option (itemLabelAddUnidentifiedSize) to display the sizes for unknown parts right in the label.

I imagine a fair number of people might want to turn that on, but it's not on by default to avoid overwhelming new players with strange numbers. (I will likely change the appearance later, but anyway you get the idea.)

This particular "feature" that was just added in X2 is now removed again, back to normal:

  • MOD: Reverted storage exception for part auto-replacement behavior introduced in X2

I need to continue to stand firmly by the rule that exceptions are bad. That change was made too quickly, and testing seemed to prove it wasn't necessarily a good one.

Get Beta 13 X3

On Steam, Beta 13 X3 is located on the new beta branch "beta_13_x3"  accessible with the code "THISTEXTISBIG", 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 13 cycle notification list. Anyone already on that list will receive an email.

Saves are not compatible with Beta 13 X2. (Actually they might be compatible in most cases, but to be safe I've upped the save version number since it's a significant new release anyway.)

Note: Rolling your install backwards from X3 to X2 might crash on startup, so I don't recommend doing that, although if you want to do so and there is an issue, deleting the user/system.cfg file would resolve it. Older versions of Cogmind apparently have config setup code that can't properly handle some of the funky setting combinations created by the new UI layout, so I've also prepared a Beta 12 patch that will have to go out around when Beta 13 is released in order to add that behavior, just in case someone wants to go back and finish an earlier run after the public release happens. Wouldn't want an immediate crash...

If there are more updates/hotfixes to X3, they will be listed below as they happen, otherwise the next step is to continue working on the Phase 4 UI (now dubbed "Modal 45-row") which I shared a bit about last time and can likely be finished within the month.

Update 240216a

The second new modal layout is already here! And it's compatible with X3 saves! (and therefore X3 in general)

I've updated the Steam branch, and sent DRM-free links to those who have those builds, but yep now we've got access to both new layouts and you can try any of them via the Options menu.

240216a Changelog:

  • NEW: Modal 45-row layout featuring larger map view and more hidden windows with other QoL features to compensate
  • NEW: In Modal 45-row layout, message log scrolling keys automatically toggle its full height
  • NEW: Item tagging mode automatically opens/closes modal inventory if applicable
  • NEW: Option to adjust maximum number of lines visible for on-map message log in Modal 45-row UI layout (advanced.cfg: mapMessageLogMaxLength)
  • NEW: Option to adjust maximum duration on-map message log messages in Modal 45-row UI layout (advanced.cfg: mapMessageLogDuration)
  • MOD: Toggling keyboard mode resets map centerpoint value if it was originally shifted automatically while zoomed
  • MOD: advanced.cfg:keyboardMoveViewCenterpointBehavior renamed to keyboardMoveViewCenterpointBehaviorFull
  • MOD: Activating keyboard map shift mode automatically closes Status window if open, and any active targeting mode
  • MOD: Simplified Options menu font set list based on other current settings
  • MOD: Improved alignment of longer multiline messages in expanded on-map full combat log
  • FIX: Some unique NPC parse text windows may stretch off left screen edge if playing in 4:3 aspect ratio window [CaptainWinky]
  • FIX: World Map too narrow if game started while already zoomed
  • FIX: Cursor visibility state could desync from settings after ending a run
  • FIX: Potential better support for maintaining hidden cursor in keyboard mode after virtual desktop switching

Development has gone smoothly enough that I'm accelerating the release timeline, and if playtesting doesn't encounter any serious issues, full Beta 13 release could come the week after next :)

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