Cogmind - Kyzrati
YES, the leaderboards are back in action!

With a big Beta 10 mostly done and coming soon, we really needed to get official Beta 9 leaderboards up and running. Not to mention there are plenty of people out there who enjoy either aiming to rise through the ranks, or maybe just browse the leaderboards or other runs to see what others are up to. And of course with Beta 9's incredibly detailed new scoresheets there's even more to see in that regard!

Since they've been silent for a while, the boards currently include all seven releases since Beta 8.




To celebrate, Zyalin drew a bunch of us "Climbing the Ladder":



Of course roguelike god GJ is always there waiting to put us in our place ;)



At the bottom of the leaderboards you'll find a section listing more info about the rankings, and the usual links to archived scores and stats. New in this updated version you'll also find links to one-time leaderboards for past special modes, as well as patron leaderboards for those playing experimental prerelease versions.









Also down there you'll find a link to this nifty new menu, where you can access all runs by all players by version. (Well, "all" meaning those who have opted in to score uploading, since that's all we have data for!)

Technically we had this feature before, but it was simply a bunch of text files sitting on a server and navigated via your browser's file browser. Not ideal! Now we have basic run data in table format, styled for even more convenient browsing :D



Maps are color coded, as are difficulty modes and even score. Plus you've got both the date and mode right there. Another excerpt from a different version:



The scoresheet link on the right gives full data for each run.

Looking forward to seeing new players and interesting runs pop up on the boards where everyone can check them out :)

As for Beta 10, it's just about done, but shortly before I was about to finish everything on the list I decided to add some pretty significant new content (we're suddenly getting two new endings :P) so it's taking longer than originally planned. Anyway, more dev time just means more stuff, so stay tuned ;)
Cogmind - Kyzrati
Cogmind's new "2-player" mode turned out to be a lot of fun, and after playing it a bit more I'd already come up with a growing list of other ideas that fell under "low-hanging fruit" for improving your friend's AI to make the mode even better. So rather than waiting until Beta 10 to include these features, I figured might as well release them now as Beta 9.6 while some players are still enjoying the company of another Cogmind!



Cogmind Beta 9.6 "Core Friends" (200414) changelog:
  • NEW: [Player 2 mode] Added dedicated "Player 2" section to scoresheet with 15 new entries
  • NEW: [Player 2 mode] Player 2 better understands the tactical use of launchers when conditions permit it
  • NEW: [Player 2 mode] Player 2 can now swap parts from ground into a full inventory to improve type and quality of spares
  • NEW: [Player 2 mode] Player 2 much less likely to stack utilities that won't benefit from it
  • NEW: [Player 2 mode] Player 2 tendency to use heat sinks as armor toned down
  • NEW: [Player 2 mode] Player 2 part loss also contributes to alert level reduction, as per the Cogmind mechanic
  • NEW: [Player 2 mode] 2 more dialogue situations (total = 83)
  • NEW: [Player 2 mode] More dialogue lines (total = 660)
  • NEW: AI-controlled bots with a large energy-based volley may proactively deactivate one or more weapons if it will enable them to fire immediately
  • MOD: [Player 2 mode] Player 2 no longer considers wasting turns on smaller integrity upgrades when rebuilding from salvage
  • MOD: [Player 2 mode] Increased frequency of Player 2 dialogue
  • FIX: Beta 9.6 prerelease bugs hunted down by: [CaptainWinky]
  • FIX: AS-neutralizer No. 17b applied effect across entire map rather than limiting to specified range [Valguris]
  • FIX: Scoresheet "Unauthorized Hacks" tally higher than intended [Valguris]
  • FIX: Part info comparisons with a part using a manual tag misaligned the values by one row [Pimski]
  • FIX: Scoresheet history log message for bump-rewiring detected and displayed incorrectly
  • FIX: autoActivateTreadsOnAttack option caused inactive treads to appear active on automatically switching back to core propulsion on a move after attacking
  • FIX: [Player 2 mode] Potential load issue under certain conditions

Saves from earlier versions are incompatible with Beta 9.6, but even if you're on Steam and Cogmind automatically updates, Beta 9.5 is still available via its own legacy branch and you can roll back to finish a run in progress first if you like.

Player 2
Player 2 is now more likely to put together better builds overall, is smarter about launcher use, wastes somewhat less time rebuilding after a firefight, and now actually know how to turn off some weapons in their volley if they're starting to run low on energy. This was originally a bit of a problem during longer confrontations when Player 2 had large energy-based volleys and might end up doing very little attacking, but now for example they can turn off one or more weapons if it'll help them increase their attack rate and improve the outcome of skirmishes.

For example, see in this test how they start off firing both of their Nova Cannons but eventually switch to sometimes firing one in order to keep hitting targets:



Player 2 is also now more talkative than before. They normally have quite a lot to say, but in Beta 9.5 I had set the frequencies fairly low since I didn't want to overdo it across longer runs. After playing more long runs of my own, however, it felt like there was definitely room to increase the likelihood of them commenting on something, especially considering there are so many situations they want to talk about, many different things they can say in each, and most people won't play the mode that many times anyway!

"Player 2: A decisive victory in my favor, I'd say." Spoken immediately after leveling the caves with dozens of rockets...



Some of the new situations I added are pretty fun, but I won't spoil them :)

One thing missing from Beta 9.5 was any kinds of stats specific to Player 2, which we now have in Beta 9.6 \o/

Your scoresheets and stat dumps will now include new entries for your friend, including basic records like evolutions and part changes, but also perhaps more fun are comparisons between who is taking/dealing more damage and destroying the most hostiles, so you can now compete with Player 2 :D (or use this for other types of interesting conduct runs)



In the quick sample above, Cogmind and Player 2 are almost neck and neck for damage inflicted, although Player 2 was taking much less of the core damage (26%).

Although the main purposes of this release was Player 2 improvements, and fixes for new bugs are mostly coming in Beta 10, I did include a few incidental fixes I happened to have been working on. Like we now have proper alignment of part comparison values when one of them has a manual tag (which you can add to an inventory item via Shift-Alt-t):



I'd gotten a report about that once before and didn't make the connection as to what the cause might be until it also hit me during last week's stream and I went back to rewatch that section :P

Player 2 Leaderboards
Sadly the official leaderboards are still being held hostage to coronavirus, but I do have some Player 2 data to share...

Of the Cogmind owners who experienced Player 2 mode, 55 have opted into stat reporting, reporting a total of 132 runs through yesterday.

PLAYER 2 ROGUE LEADERBOARDS
1. Ctrl_Alt_X - 49695 2. 3.14 - 40915 3. Kyzrati - 40521 4. Valguris - 39816 5. Finestep - 32919 6. cptwinky - 31900 7. PhenomPhear - 30124 8. Ape - 29133 9. Nalzok - 26766 10. Xii - 23258 11. Omewes - 23132 12. Gitida - 20281 13. TBExtent - 19127 14. Stryker - 19082 15. Nikolayag - 16709 16. Falconhoof - 15177 17. Demise - 13750 18. lsend - 13182 19. bugsniper - 11845 20. IAMCRAIG - 11126 21. Knucke - 11044 22. Kain - 10040 23. Hermelin - 9270 24. Space Macarony - 7612 25. Someone64 - 7606 26. sideriver81 - 7104 27. JerichoBot - 6477 28. goast115 - 5682 29. Pimski - 5494 30. Tailrae - 5143 31. eldritch - 5006 32. erp.lsf - 4877 33. CreepyD - 4684 34. High Tyrol - 3939 35. Lefty - 3372 36. JF - 3357 37. SHADOWELITE7 - 3122 38. Torako - 2671 39. PyroDawn - 2506 40. Morazor - 2416 41. Irot - 1833 42. inSANE - 952 43. JSLIN - 889 44. SirMrDrProf - 671 45. Tough2Name - 465 46. Judas - 211
PLAYER 2 ADVENTURER LEADERBOARDS
1. ShurikenKat - 11648 2. Amao - 10336 3. Nuc_Temeron - 8159 4. Najkers - 3878 5. Chinolee - 268 6. elbjorno - 167
PLAYER 2 EXPLORER LEADERBOARDS
1. Dre2Dee2 - 13124 2. Quiddy - 10130 3. Snake Mistress - 796
Oooh, me and Player 2 got third place this round for our epic fight to the end :D

For more leaderboards other than just Player 2 (and to see some of these with "mutations" appended), check out the latest compilation on the forums put together by Joshua, with all Beta 9 series runs through April 12th.

Community
Last week I published a huge article about Developing Multitile Creatures in Roguelikes (currently for patrons), which covers a lot of related topics like appearance, pathfinding, mapgen, design, etc.



I mention because it inspired Ape to grace the community with an update to their graphical ASCII mod for Cogmind, now including the alternative large-character style for multitile bots.

A scary sight if you ever saw one (unless of course you have one of the tools for dealing with situations like this :P):



Also scary:



Inspired by Zyalin's great magazine cover featured in the Player 2 release, KernelPanic created a second issue :D

Behold, Daily Derelict issue 0xF3:



I've been streaming Player 2 since its release, starting with this intro:

https://www.youtube.com/watch?v=eiOfae3lEek

Then continuing the run (and finishing both that and a second one) just last week:

https://www.youtube.com/watch?v=5SiuIm_NNmc

More to come!

Actually, after this announcement goes up, I'll be streaming another Player 2 run no later than 9 PM EST (Monday 4/14). We're going to teach Player 2 how Garrison raids are done and build an impressive RIF stack to play a support role. As usual, if you miss it it'll be up on YouTube later.

How to Play with Player 2
As a reminder, even though the event is over you can continue to play Player 2 mode as long as you like, even in this and future versions of Cogmind.

On Steam this can be accomplished by entering "-forceMode:Player2" as a launch option, as in this example from RPGLIKE (which you can also still play!):



Note that this only works if you have no run in progress (i.e. exited the game directly after finishing a previous run, or did a self-destruct w/save removal from the game menu).

Off Steam, you can either set the launch options for COGMIND.EXE, or run a .bat file like this one--just decompress the archive and drop the file into your Cogmind directory and click it. It simply contains the text "start COGMIND.exe -forceMode:Player2", to start the game in the desired mode.
Cogmind - Kyzrati


Are you stuck at home?

Want to play some Cogmind but with extra social interaction?

How about taking on Complex 0b10 with a friend! Don't worry, NO REAL FRIEND NECESSARY, we'll provide one for you!

Welcome to Cogmind Beta 9.5...

This April 1st, just fire up a run and leave the Scrapyard to join forces with Player 2 on the adventure of a lifetime :D

Use the superior firepower of TWO COGMINDS to teach the Unaware that they should've stayed a safe distance away from you.*

*WARNING: This process is known to attract a lot of attention.

Your brand new friend comes with
  • new AI behaviors
  • most of your same capabilities and will evolve and manage their own build and inventory
  • over 600 lines of situational dialogue to keep you company on the way
More info about this special release after the changelog...

Cogmind Beta 9.5 "Player 2" (200401) changelog:
  • 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: Automatic waypoint recall for guided weapon attacks had stopped working [Valguris]
  • FIX: Changes for RPGLIKE mode broke Sensor Arrays and Visual Processing utilities, allowing them to stack [Kerapace]
  • FIX: Beta 9.5 prerelease bugs hunted down by: [CaptainWinky, Xii, lsend]
  • 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
Saves from earlier versions are incompatible with Beta 9.5, but even if you're on Steam and Cogmind automatically updates, Beta 9.5 is still available via its own legacy branch and you can roll back to finish a run in progress first if you like.

"Player 2"
The key theme for this update is a new event and special mode, "Player 2," featuring your very own buddy with which to take on Complex 0b10. And they will mostly definitely be with you until The End because you can't leave a map without them, and your cores are permanently linked! When you take core integrity damage that same amount is applied to their core, and vice versa.

So you've got to look out for each other and it can sorta feel like an escort mission, although both of you can kick robot butt, and exactly who is escorting who might change from time to time :P

Fortunately they're not exactly helpless, with the ability to seek out and attach new parts they need or want, often in a fairly smart way overall. Just like you they can also increase their inventory size and carry spares, and may even be willing to share if you're in really bad shape ;)

Player 2 upgrading their build:



That inventory view, opened by clicking on the "[Player 2 (9)]" button (or just pressing the '9' key), can remain persistently open as you play to keep tabs on their build, or toggled off as necessary if and when it's getting in the way. Below it is the persistent info tab displaying their current build, movement mode, and speed. (Remember you can turn on your own automated build analysis system by setting showBuildType in /user/advanced.cfg to 1.)

Player 2 mode opens up a lot of new strategic considerations and tactical challenges. Your runs with Player 2 will tend to end up more combat-oriented, although with the right build you could probably keep them out of the full amount of trouble they'll otherwise be getting into since they... like to shoot things (unlike other allies, however, they'll hold back if you've spotted an enemy in the distance before yourself being spotted and haven't opened fire yet). You can sometimes choose to instead play a more supporting role, or prefer a front-line build to work alongside (or ahead of) theirs, at times considering your friend's loadout to determine what it is you'd like to build for.

A screenshot of us in a Research run, one of many because 1) this mode is really fun, and 2) it took a lot of testing to get the behavior right and work out kinks in the AI, which as you can imagine is far more complex than any other AI in Cogmind so far:



In your travels you might notice a number of other new behaviors Player 2 is capable of. For example here they are helping me destroy and loot a Hauler:



We destroy an Energy Cycler together:



And they certainly won't ask for an invitation to share their thoughts. They've got hundreds of lines of dialogue and are happy to give out tips and info and exhibit rampant sarcasm as they comment on the surroundings, events, or status.

Technically there's also a new superweapon added by and for this mode, and you can get it in your gallery, but I imagine this particular weapon is going to be very hard for most people to actually find. There are a couple clues, but still. Anyway, don't worry about it too much since it's also quite possible I'll eventually add another way to acquire it in the regular game as well.



Player 2: Access and Notes
AFD2020/Player2 mode will automatically activate for you on new runs started on 4/1 if you've played at least 3 runs before.

If you want to play on another day, you can still force it by adding a command line parameter when running COGMIND.EXE: "-forceMode:Player2". (Within Steam this is handled by going to Cogmind > Properties > Set Launch Options.)



If you want to play a regular run during the event, you can suppress date-based event triggering by adding the "-noSpecialMode" command line parameter.



Sorry but special modes are not compatible with one another, so you cannot combine RPGLIKE and Player 2.

Reminder: As of Beta 9.3, there is a new requirement specifying that regardless of settings, special modes and challenge modes can only be activated if the game starts up without loading a save. Even restarting/self-destructing won't work in this case, because some modes actually modify the underlying game data, which cannot be reloaded while the game is running.

Although it probably doesn't matter as much in today's new mode as something like RPGLIKE, note that you can set onlyRegularModeAchievements in /user/advanced.cfg to block the earning of new achievements in special modes or challenges modes because you'd like to preserve them for when you're playing the regular game. Otherwise, as per the Beta 9.3 update you can now earn achievements in this mode as well.

2-Player Stream
Not long after this announcement goes up, I'll be streaming a Player 2 run no later than 9 PM EST (Tuesday 3/31), and continue it one week later at the same time (or do another if we bite the dust :P). As usual, if you miss it it'll be up on YouTube later.

Non-Special Stuff
The main focus of work recently has been on the AI required to be able to play like Cogmind (complicated!!!), but a few other things have made it into this release.

Certainly not all the new issues slated to be fixed for the "next major release" have been addressed for 9.5, just some that were incidentally addressed, or really important to get in there now. Among them are some crazy effect stacking bugs introduced by code reworked in order to enable support for RPGLIKE mode abilities.

Stacking visual sensors to be able to see at ridiculous ranges down a corridor? Check!



You could even do this with Sensor Arrays!



Certainly not intended, and long-time players didn't really notice these new behaviors since stacking these is not something you'd normally do (their descriptions also clearly indicate they don't stack), but newer players who've only joined us in recent months definitely noticed, so I'm glad that recently got reported and fixed xD. Thanks Kerapace.

In QoL land, the part autoreplacement system got some updates and fixes as listed in the changelog, and item schematics you already possess are now darkened in the manual hacking menu, like so:



And another previously-working-but-later-broken feature has now been restored as well: automatic guided waypoint recalling so you don't have to keep reentering the same waypoints on subsequent turns to repeatedly follow the same path. After restoration:



The annoying negative Protomatter bug in RPGLIKE was also finally tracked down and eliminated \o/

Writing
I did eventually write the promised RPGLIKE design article if you want to read up on how that was put together. It's full of data and reasonings:



I also did a detailed writeup of Cogmind's "Battle Royale" mode, which I was originally going to release for AFD this year but later changed my mind.



Although playable (I released that version for patrons here), I ended up replacing it with the Player 2 event, which was built on the AI foundation created for Battle Royale.

I'm currently working on a lengthy new article about multitile creatures in roguelikes, more of a survey and technical how-to with design tips as well.

Videos
Since last time I posted an update I've streamed several RPGLIKE runs, including...

The RPGLIKE intro stream on release day:
https://www.youtube.com/watch?v=sYsB0H5qzBI

A "no-crutches" kinetics run:
https://www.youtube.com/watch?v=BQikKnDe7Fs

And a 4-slot "Babymind" run:
https://www.youtube.com/watch?v=iXQb06mD3F4

Switching back to regular Cogmind, I also streamed an imprinted heavy combat run (a pretty tough type of run...):
https://www.youtube.com/watch?v=jDj0156kB6k

And a pair of speed runs which resulted in a 908-turn win :D
https://www.youtube.com/watch?v=RmYGDDwvSok

On the subject of AFD modes, another of the runs I streamed was Cogmind's very first special mode ever, "Launchers" from AFD2018:
https://www.youtube.com/watch?v=08PhohuwdIg

Although not directly related to Cogmind (unless you count the fact that Cogmind was once a 7DRL, or that I converted it into a second 7DRL a couple years ago (!)), I've most recently been streaming some 7DRLs to help out the r/RoguelikeDev community. The video descriptions contain game info and timestamps for each (lots of the devs joined the streams as well):

Day 1:
https://www.youtube.com/watch?v=MZuaDNS61tA

Day 2:
https://www.youtube.com/watch?v=Hm1nPNPW5_s

I'll be streaming more 7DRLs when the official reviews are out probably some time next month, but for now it's time for more Cogmind! Again, my first P2 stream will be starting not long after this release goes out.

Other News
Sadly the leaderboards still sit very close to completion while progress on them has completely stopped due to complications from coronavirus, which has caused lots of headaches for the developer (reminder: I'm not the one building that external system). Good news is that, as usual, scores from opt-in players are of course still being uploaded* to the server to be included once it goes live.

*In rare cases it might say the upload failed even when it did not, which is kinda weird. You can always tell if it succeeded or not by checking whether the scoresheet contains the URL at the end. And if it truly failed Cogmind retroactively retries the upload on subsequent startups anyway.

Datawise, as you can see here we've had a clear shift in the number of people playing easier difficulty modes now that the option is part of an explicit pre-game menu.



Most still go for the typical hardcore mode, but hopefully with the new menu it's more likely that people are finding the mode that works best for them. (These modes have existed for years, but obviously a lot of people did not realize it!)

Another bit of data I was curious about is the ongoing usage of RPGLIKE as a permanent mode of play, since that was one of the goals in creating it, giving people a way to enjoy Cogmind as if it were a bit more like other roguelikes when they were otherwise having trouble getting used to the unique mechanics and strategies involved. Some have stuck with the mode to this day, although the rate of use is currently only around 5% of the runs per day, down from 30~50% in the month after the event was over. We may get more people into it again once there's an in-game reminder/notice that it exists. I've also been thinking it would also be nice to include anonymous players in the data, but the system is currently opt-in only. That said, the ratio is probably not a whole lot different.

In terms of review numbers, we almost lost Cogmind's Overwhelmingly Positive status on Steam this month, but surprisingly regained it in less than a day since at the time we were just missing one more positive review. Anyway, that still shows we're on the brink of losing it so be ready for that eventuality, likely some time this year xD. Reminder: If we can maintain it for the next couple hundred reviews, I've promised a new map and derelict faction. Because holding that status is helpful for sales, of course, which means making more money to fund additional content without DLC :) (which I refuse to do)

After 9.5 comes Beta 10, which could take a while considering everything it needs to cover. It's too early to share details on that just yet, although I can say that as voted on by patrons it will at least include a bunch of drone-related updates and features, along with modifications to ally AI. Results from the latest round of voting on optional features:



Thanks
Special thanks to Zyalin for that wonderful "The Daily Derelict" magazine cover shown at the opening of this post! (Also to zxc and other fans for helping coming up with its content.)

Zyalin now has a Twitter account, so you can follow him there for Cogmind and other roguelike art. Some of his great Cogmind works that I've shared over the years:



I leave you with 8R-AWN and his armored bellybutton (sketch by Zyalin, of course).

Dec 16, 2019
Cogmind - Kyzrati


Introducing "RPGLIKE", this year's Winter special event and all-new optional way to play Cogmind, with a completely different progression system and other significantly game-altering mechanics!

With RPGLIKE mode you'll be able to
  • raise levels!
  • select from a range of permanent upgrades!
  • repair your core with protomatter!
  • and keep your parts intact indefinitely!
This mode plays with the concept of making Cogmind a little bit more like other traditional roguelikes, though combined with Cogmind's unique content opens up quite a few new strategic horizons.

Lots more info and demos below, but first, the changelog--with all the work put into 9.3 and the resulting decent-sized changelog, you'll see that "RPGLIKE" is essentially a semi-major release masquerading as a minor version update :)

Cogmind Beta 9.3 "RPGLIKE" (191217) changelog:
  • NEW: Special event for Winter 2019, automatically activates between 12/17 and 1/1 (inclusive) for anyone who has played at least 10 runs
  • NEW: Command line argument "-forceMode:Winter2019" (or "-forceMode:RPGLIKE") to enable the Winter mode from 2019, regardless of system date
  • NEW: [RPGLIKE mode] Cogmind does not evolve, instead uses leveling mechanics with an XP system enabling free-form assignment of permanent upgrades
  • NEW: [RPGLIKE mode] Gain XP by exploring and/or raising the alert level
  • NEW: [RPGLIKE mode] Start with much higher core integrity, but only one of each slot type (can upgrade immediately in Scrapyard)
  • NEW: [RPGLIKE mode] 80% of incoming damage to parts instead transferred to core, thus losing parts is relatively rare
  • NEW: [RPGLIKE mode] Use Protomatter to restore integrity of core and parts
  • NEW: [RPGLIKE mode] Storage units do not exist and Cogmind starts with no base inventory, optionally expand capacity with level upgrades
  • NEW: [RPGLIKE mode] Dynamic build type analysis always shown above parts list, even before activating showBuildType advanced.cfg option
  • NEW: [RPGLIKE mode] Fewer Relay Couplers spawn, but all that do have double their normal value
  • NEW: [RPGLIKE mode] Extra "RPGLIKE" section in scoresheet containing mode-specific stats
  • NEW: "Alternative Rules" section of manual describes all previous special modes/events and how to access them
  • NEW: Mouse movement pathfinding and running via keyboard both stop on spotting a hidden door or phase wall
  • NEW: Keyboard mode pathfind to cursor (Shift-Alt-g in examine mode to set, same key outside examine mode to continue approaching if stopped)
  • NEW: Ctrl-Alt in keyboard mode also highlights path to most recent keyboard pathfinding target, if still valid
  • NEW: Pathfinding directly to an interactive machine automatically initiates hacking on arrival
  • NEW: Scan window shows faint map label buttons while no object info loaded
  • NEW: Item labels outside FOV remember which are Faulty or Rigged, include this status in label name
  • NEW: Item labels both within and outside FOV also reflect the "Non-functional" status (marked as "Broken")
  • NEW: Option to always close robot/item info windows instantly rather than animating the close (advanced.cfg: disableInfoWindowCloseAnimation)
  • NEW: Option to adjust movement interval for running and pathfinding (advanced.cfg: movementDelayInterval)
  • NEW: Option to have parts list always sort destroy-on-removal parts like Processors to the top (advanced.cfg: partSortSeparatesDestroyOnRemoval)
  • MOD: Running via keyboard stops before reaching corners and doors rather than continuing one space past them
  • MOD: Running via keyboard now supports layout-based autostopping on diagonal movement as well
  • MOD: Removed disablePersistentScanInfo/disablePersistentAccuracyInfo advanced.cfg options, both now default behavior by necessity
  • MOD: Keyboard running behavior matches mouse pathfinding when approaching stairs, allowing a run to exit a map if recently confirmed the exit action
  • MOD: All Gyrokinetic Inverter overweight penalties increased from 30 to 40
  • MOD: "Perfect Aim" achievement description specifies accuracy bonus from utilities only
  • MOD: Class name modifier "Mechanic" renamed to "Machinist"
  • MOD: Unidentified parts no longer display their integrity in Scanalyzer lists
  • MOD: Sorting inventory by type or integrity groups all unidentified parts together
  • MOD: Allies reactivated via Datajack no longer recalled automatically for subsequent "attacks"
  • MOD: Updated some major NPC parse text
  • MOD: Temporary allies gained via streamctrl_ hacks no longer follow to other maps
  • MOD: Dormant bot systems no longer accessible for RIF hacking purposes
  • MOD: High Security dispatch composition expanded to deal with a wider range of threats
  • MOD: More time to explore W base, tweaked composition of later attacking squads
  • MOD: [Pay2Buy mode] Hotkey for opening Cogshop change from '0' to '9'
  • MOD: [Pay2Buy mode] Cogshop windows displaced from bottom/left edges of map view to avoid covering intel markers and exit labels
  • MOD: Special game modes now override challenge modes, rather than the other way around
  • MOD: Toggling special modes or challenge modes via command line or advanced.cfg will not apply the effect unless game started for a fresh run (no saves)
  • MOD: "-forceMode:" command line argument's mode name no longer case-sensitive
  • MOD: "Challenge Modes" list in manual moved under new section "Alternative Rules"
  • MOD: Simplified Hacking immunity context help accessed via robot info page
  • MOD: All achievements are allowed to be earned regardless of active challenge modes or special modes
  • FIX: Holding cursor stationary while using 'f' to retarget a previously targeted robot that moved displayed incorrect base hit chance [Valguris]
  • FIX: Ejecting Relay Couplers from a just-opened Garrison Access might not be able to create the Couplers in some layouts [Valguris]
  • FIX: Any type of damage that didn't destroy a door could cause a malfunction, instead of just EM [Valguris]
  • FIX: Unpowered/Broken bots could still have active parts which might cause side effects [Valguris]
  • FIX: Controllable ally names might be the same if allies of same class acquired on different maps at the same depth [Valguris]
  • FIX: 0b10 Decoders attached to a hostile could give Cogmind info [Valguris]
  • FIX: Crash while pathfinding to a distant location and using keyboard to order nearby drones to RETURN and have a Drone Bay with free space [Valguris]
  • FIX: Hostile Programmers assimilating Protectors converted them to non-threat faction, causing Cogmind allies to stop targeting them [Valguris]
  • FIX: Warlord outpost in caves might have two Commanders, both of which could offer an escort in rare cases [CaptainWinky]
  • FIX: Crash in rare layouts while closing hacking window when that target machine is indirectly destroyed by the hack itself [CaptainWinky]
  • FIX: Abominations update began allowing Cogmind to use autoswapping to swap in unidentified parts [core_nxt]
  • FIX: Crash during a certain special event if player had specifically muted Prop audio levels, or had system audio off at the time [MitchellFJN]
  • FIX: Terminal dynamic key increased difficulty of hacks with negative chances of success, sometimes noticeable with hackware or Operator allies [Joshua]
  • FIX: Part autopair validity may not always be checked correctly, potentially even crashing on attempting to leave the map [Driana]
  • FIX: Becoming enemies with Zion after imprinting could still allow for terminal network hard line cut in 0b10 [Finestep]
  • FIX: Post-streamctrl_high behavior of Operators unusual [Benjamin]
  • FIX: "Winner's Signature" achievement was still possible if scanned by any Researcher, rather than only in a certain map [sideriver81]
  • FIX: Comparing different Datajacks showed a numeric difference next to their effect even though irrelevant to player [aperiodic]
  • FIX: Any potential [C]-type Relay Couplers unattached but in inventory on acquiring Crosswire RIF ability became usable from inventory [Pimski]
  • FIX: Crash on a Worker following deconstruct_machine orders on a Network Hub [Xii]
  • FIX: Beta 9.3 prerelease bugs hunted down by: [Terminus, Zyalin, NikolayAg, Tone, Xii]
  • FIX: Stopping a running/pathfinding movement in progress was not completely reliable
  • FIX: Potential crash if a Core Expander used while any info window open
  • FIX: Temporary allies gained via overwrite_iff hack or Autooverride RIF ability would follow to a new map if exited quickly enough after hacking

"RPGLIKE"
This event/mode is focused around an "RPG-ish" progression model, envisioning Cogmind as if it were more like a lot of other traditional roguelikes featuring a leveling system but without rampant item destruction :P. While it's still possible to lose parts, it's not very likely, and many of your abilities can also be gained from the upgrade mechanics, altogether allowing you to create sturdier builds with more permanence.

At its core Cogmind is about mitigating loss and adapting to changing situations (including losing your own capabilities!), so naturally this mode is seemingly the "anti-Cogmind," turning the game on its head. As one of testers put it "this mode definitely feels like other games," so for those out there who are looking for a new/different traditional roguelike maybe not quite so radical in terms of strategy and tactics as regular Cogmind, this mode might be for them/you. You can possibly play it as a break from the sometimes stressful regular mode, or even switch to RPGLIKE altogether, as it's meant to be a permanent gameplay option from now on, and will continue to get more updates as necessary if people are into it.

Progression aside, one of the key features of this mode that allows you to retain your build is the automatic damage transfer: 80% of incoming damage to your attached parts is instead transferred to your core. This does mean your core takes a lot more damage than usual, but in RPGLIKE mode you'll have more core integrity and you can also restore the integrity of both your core and parts using the new Protomatter item that you'll sometimes find among the salvage of newly fallen bots.

Again, overall this is going to be quite a different Cogmind experience, but one that might be more enjoyable for those who prefer to have more attachment to their build, or rely on certain rare parts for much of their run without having to worry about protecting or replacing them, among other benefits.

RPGLIKE: Upgrading
In this mode you start with 600 core integrity instead of the usual 250, and also only one of each slot type for a total of 4 instead of the usual 7. But right away in the Scrapyard you can allocate an initial amount of XP to upgrade your build, which you could liken to "character creation" at the beginning of a run in many other roguelikes. You can add more slots right away, but it's not required since there's no limit to what you can upgrade when--all types of upgrade are available immediately!

You won't encounter the usual evolution interface as you play, because you can gain levels and apply upgrades at any time, or even save your XP to upgrade later if you want (for example to save up for something more expensive, since individual upgrades become increasingly expensive as you specialize in them).

Here's what it looks like to raise a level and choose some upgrades:



As with Pay2Buy mode, you can see there's a dedicated RPGLIKE interface in the bottom left corner of the map view, displaying your current level and how close you are to reaching the next one, and providing access to the full upgrade interface via the mouse button (or hotkey '9').

The menu is of course fully accessible via keyboard. Including the mouse there are three different input schemes, supporting increasing/decreasing upgrades via their corresponding letters, or using arrow keys or numpad to move around (also '1' for reset and Enter to confirm).



XP is earned by exploring, raising the alert level, or from any source of bonus points. (For the RPGLIKE event, Adventurer and Explorer modes get additional starting XP to distribute, and also have an easier time gaining XP to catch up if they fall behind the level curve.)

You'll probably want to upgrade your inventory size at some point, because in this mode you start with 0 capacity and Storage Units do not exist at all! Inventory isn't as important for RPGLIKE mode anyway, since you don't need to worry about carrying a bunch of spare parts, so it's more about just having what capacity you need for the occasional consumable or unique parts for special situations.

Those of you who haven't activated it manually (or didn't even know it's existed since Beta 9 :P) might notice the class indicator appearing at the top of your parts list while you're playing this mode. This feature is off by default because it normally doesn't quite jive with Cogmind's goal of immersion, but hey this is the great "RPGLIKE" event so of course we need class names! The class detection/categorization even now includes consideration of any applicable upgrades you might have, in addition to the usual factors.

If you checked out the banner image for today's release it includes some sample classes there off to the right...



(You may have seen class names like this appearing on Steam since the 9.2 release since Steam rich presence support was added.)

When you're done with your run (or if you use the relatively new mid-run dump feature), you can see a new RPGLIKE-specific section of the mode-specific stats appearing towards the end of your scoresheet. For example:



RPGLIKE: Protomatter
Instead of regular matter, some bots might drop Protomatter when destroyed, and this is your key to restoring core and part integrity.



It eventually decays out in the open, however, so you generally have to use it immediately or carry it with you.

As per its in-game description, using Protomatter is fairly easy, just stand on it and wait in order to apply some, and repeatedly do so if more is necessary. You can also simply repeatedly wait (even holding down the key) and it will stop you from waiting once it reaches a threshold so that you don't waste extra turns. The process restores integrity in two stages: first your core, then your parts.



Note that even though this is a special mode, having acquired Protomatter at least once is technically required for 100% gallery completion.

RPGLIKE: Access and Notes
Unlike some special modes (e.g. Abominations) and challenge modes, in RPGLIKE you have access to the entire game as normal. That combined with the new change which allows you to earn achievements regardless of active special/challenge modes means that you can indeed make RPGLIKE the primary way you play Cogmind without losing much of anything. I'm interested to know if some players decide to do this, and I guess we'll see once the leaderboards are active since we will have a separate one for this mode (again, even though the leaderboards aren't available for the time being, run data is still being collected for them in the meantime!).

Certain achievements might technically be easier for you in this mode as well, making it possible to obtain those that are otherwise normally outside your reach in terms of skill (or enjoyment) level.

Winter 2019/RPGLIKE mode will automatically activate for you on new runs from 12/17 through 1/1 if you've played at least 10 runs. This number is higher than the usual restriction because the event lasts quite a while and makes such sweeping changes.

On days outside that range, you can still force it by adding a command line parameter when running COGMIND.EXE: "-forceMode:RPGLIKE". (Within Steam this is handled by going to Cogmind > Properties > Set Launch Options.) If you want to play a regular run during the event, you can suppress event date triggering by adding the "-noSpecialMode" command line parameter.

Note: As of Beta 9.3, there is a new requirement specifying that regardless of settings, special modes and challenge modes will only be activated if the game starts up without loading a save. Even restarting/self-destructing won't work in this case, because some modes, especially this one, actually modify the underlying game data, which cannot be reloaded while the game is running.

Not long after this announcement goes up, I'll be streaming an RPGLIKE run no later than 8 PM EST (Monday 12/16), and probably again the day after. (If you miss it it'll be up on YouTube later.)

At some point over the coming weeks I'll also be publishing a blog post covering the RPGLIKE design.

Movement QoL
It's not all RPGLIKE! There's actually plenty more to this release in the form of fixes, tweaks, and other features, one of the larger categories being movement-related QoL features.

Keyboard-based running behavior is now more tactically optimal, stopping before reaching a corner, rather than beyond it, which is both safer and saves time if the intention is to round the corner. It also stops in a doorway rather than entering the room if running directly towards a door.



Pure keyboard players now also have access to mouse-like pathfinding via Shift-Alt-g (for "go" to), which heads straight for the cursor in examine mode, useful for crossing large distances through known territory, or for example heading straight for an item you just examined.



Spotting a hidden door will also cause you to stop running or autopathing now, in case you want to change trajectory based on the new information.

Both mouse and keyboard pathfinding can now be directed to approach a hackable machine and will start hacking automatically on arrival:



And no one asked for this and it's pretty non-optimal and potentially dangerous to use, but... lo and behold the new movementDelayInterval setting!



I imagine at least realtime speedrunners might want to tweak their delay :P

You can read more about movement QoL features and their background in this dev blog article.



Other QoL
Another advanced option, disableInfoWindowCloseAnimation, was requested, and can be used to disable the less than half-second close animation on the item info window so you can close and open new item info nearly instantly via keyboard, or as many times as you want xD



More broadly useful is the addition of special item statuses to their on-map labels, both inside and outside FOV, so it's much easier to quickly identify Faulty, Broken, and Rigged parts at a glance \o/



Another requested option, partSortSeparatesDestroyOnRemoval, sorts all your processors/hackware/etc together, since those are the kinds of things you're less likely to remove.



(It's off by default though, since such parts are already visible marked in the list and are sorted among other parts based on their function rather than this secondary characteristic.)

A separate new sorting behavior which is automatically enforced now puts all of your unidentified inventory objects together, so you can't use their sorting order among other parts to guess at what they might be.



The Scan window no longer holds info for objects when the cursor is not over it. This used to be the default behavior (tweakable in the options), but could indirectly cause bugs and could be generally confusing anyway, so instead it'll otherwise hold the faded buttons you can access with the mouse, making it easier for new players to discover those features, and remind you which key is which if you like hotkeys and are still learning.



Numbers
Thank you all for your votes! With your help Cogmind made the IndieDB Top 100 for the 6th year in a row, this time sitting there next to Noita in the, uh, "roguelike" category :P

And thanks for the reviews! We hit Overwhelmingly Positive last month and as promised this means I’ll be adding a significant expansion around a new “Merchants Guild” faction. And now that we’ve hit that goal, I’ve already set the next one: if we can maintain this rating up to 800 reviews, I’ll also add a new derelict community.

The concepts for both expansions are fairly fleshed out at this point, but building either/both will take quite some time. I’ve also even added a third but smaller expansion as a Patreon goal... As I see it there’s still room yet to liven up the world even more!

For now, enjoy RPGLIKE, it's pretty fun :D

Saves from earlier versions are incompatible with Beta 9.3, but even if you're on Steam and Cogmind automatically updates, Beta 9.2 is still available via its own legacy branch and you can roll back to finish a run in progress first if you like.
Cogmind - Kyzrati


Our sixth annual review is up!

As usual for annual reviews this one is only available on the blog, and includes topics like dev hours talk, a quick overview of the major releases and special events this year, new milestones reached, and musing on finishing, or not finishing, 1.0 in 2020 (something we gotta do for every new year, right? :P)

There might be a hint of things to come, things in the not-so-distant future...

IndieDB is also voting for GotY again, so if you could, I'd appreciate if anyone can spare a moment to help Cogmind take its place in the Top 100 this year :D (might as well keep the five-year streak going!)
Cogmind - Kyzrati


With 9.2 Cogmind gets Rich Presence on Steam, an explicit colorblind option, Abominations mode improvements, yet more scoresheet updates, plus the usual bug fixes and more.

Although a much smaller update compared to the full Beta 9, there's a fair amount of stuff in here, with good reasons to update. Release notes and sample images below!

Cogmind Beta 9.2 "Robotic Riches" (191112) changelog:
  • NEW: [Steam] Supports Rich Presence, sharing current build, location, and status with friends
  • NEW: [Steam] Option to deactivate Steam Rich Presence (advanced.cfg: disableSteamRichPresence)
  • NEW: Options menu "Colorblind Adjustment" setting to modify certain color schemes to be more colorblind friendly
  • NEW: Option to display remaining integrity in item/robot popup labels (advanced.cfg mapLabelsShowIntegrity)
  • NEW: Option to fully highlight visible cave-in areas rather than the low-distraction default (advanced.cfg highlightCaveinAreas)
  • NEW: Manual explicitly mentions "Ctrl-Alt (Hold)" also highlights areas that can cave in
  • NEW: Manual explicitly documents "Ctrl-+/-" as global volume up/down commands
  • NEW: Scoresheet records current movement-related variables under Cogmind header
  • NEW: Scoresheet relative alert level percentages now also recorded on a per-map basis
  • NEW: INVERT renderFilter variable
  • NEW: [Abominations mode] Explicit log message when Paradox Anomalies repair Cogmind parts
  • NEW: [Abominations mode] Final boss also has unique parse text
  • MOD: [Abominations mode] Fire/Sundering Anomalies won't appear until -7/-8 respectively
  • MOD: [Abominations mode] Negative Anomaly effects no longer applied to themself if affiliation modified via Field Lobotomy Kit
  • MOD: Complex 0b10 capable of remotely opening blast doors under certain additional circumstances
  • MOD: Scoresheet Parts and Peak State lists now align part names taking into account any prefix
  • MOD: AI combat pathfinding and targeting behavior updated, less likely to be blocked by non-combatants
  • MOD: "More Dakka Please" achievement condition more specifically requires kinetic projectiles
  • FIX: New pushing algorithm for machines releasing parts might unnecessarily destroy parts under special circumstances [Valguris]
  • FIX: External issues likely caused by Steam cloud for runs played across multiple sessions could cause incomplete scoresheet achievements list [Valguris]
  • FIX: A8 manual hacking code wasn't reported in message log in a certain scenario, even though properly received [Valguris]
  • FIX: No longer able to enter Proximity Caves directly via large 0b10 bases [Valguris]
  • FIX: Possible crash under extremely rare circumstances involving a controllable ally attempting to attack Cogmind [Gitida]
  • FIX: New scoresheet game number tally incorrect for Rogue mode if previously played Adventurer or Explorer mode [Solar Sloth]
  • FIX: Part autopairs weren't remembered between maps [Benjamin]
  • FIX: New scoresheet system wasn't handing out score threshold-based achievements for current run, instead based on previous run in same session [5taquitos]
  • FIX: New scoresheet "Challenges" subsection did not list applicable challenges [sideriver81]
  • FIX: Field Recycling Units could be used to refine matter into even more matter [NikolayAg]
Saves from earlier versions are incompatible with Beta 9.2, but even if you're on Steam and Cogmind automatically updates, Betas 9/9.1 are still available via their own legacy branches and you can roll back to finish a run in progress first if you like.

Rich Presence

If you play Cogmind on Steam, your friends list status will now indicate not just that you're playing, but also other information including your current build, location, and status.

Friend's list example:



Full status description while on the game over screen:



If you're not sure where these build classes and possible status levels are coming from, I talked about them in Part 3 of the Ultimate Roguelike Morgue File series, features originally developed for mid-run stat dumps. (Build classes are also available directly on the HUD by activating "showBuildType" in advanced.cfg.)

You can read a lot more about Rich Presence and its implementation on the blog.



Steam Presence reporting is active by default, but can be turned off in advanced.cfg (disableSteamRichPresence).

Colorblind Settings

We already have tweakable renderFilters and some players are using those to adjust Cogmind's appearance, but these are sometimes less ideal than an even more targeted solution when it comes to accessibility for colorblindness. So I built a new mode aimed at the more common types of colorblindness.

Cogmind is already designed in such a way that much information is available through channels other than color if necessary, although admittedly they won't always be as convenient, and this new mode will help greatly in that regard. The primary example is the usual green->yellow->orange->red progression for various damage indicators is not easy/possible for some to distinguish, so this mode converts a majority of the game's green to light gray, and most oranges to azure blues instead:



Another with some action:



So far feedback from those who need this mode has been good, although sadly the ESC/game menu doesn't appear great by default in this mode, and I can't really work around that given the architecture, so it's a case of sacrificing the appearance of a lesser-used part of the game for the much more prominent and important main interface. For some players, combining colorblind mode with a separate BRIGHTNESS filter, something like BRIGHTNESS(150) will probably help here and in other parts of the UI as well.

This new setting is available directly in the options menu under Interface, and requires a manual restart for the changes to take effect since it will programmatically alter a lot of internal game data to enable this effect. (A note for patrons who were using this mode prior to today's official 9.2 release: Due to its move from advanced.cfg into the proper options menu, you'll need to turn it on again in order to continue using it.)

Another feature originally intended as part of the colorblind setting but later split off since I imagine a lot of other players might want to use this: you can activate mapLabelsShowIntegrity to show remaining integrity next to all robot and item labels on the map. The above gif has this feature active, though note the integrity is only shown for those objects which are not at 100%.

One more bit of general brightness-related QoL is the highlightCaveinAreas advanced.cfg setting, which simply further increases the brightness of destroyed areas that might cave in.



These areas have always been highlighted in the past, but only faintly and if necessary could/can be manually brightened by holding Ctrl-Alt. They aren't set this bright by default since it could be distracting and possibly make it harder to see other important information :P

(Much) further outside accessibility territory and into "what the hell, why not?" territory, there is now a new renderFilter: INVERT.



This one doesn't take any arguments itself, but you can combine it with other filters for better effects, like inverting a low-contrast mode. For example AUTUMN|INVERT, which results in a more pastel appearance.



New Scoresheets+

The extensive new scoresheets have only been in wide use for a little while, and I really like how they've turned out. Of course they also contain a huge amount of run data so uncovering more issues was inevitable :P. So far there have only been a few, now corrected for Beta 9.2.

In addition to those there have been some improvements as well, including the Movement details under the main "Cogmind" status section (amazing we've gone so long without it, although I guess it only started to seem a little more important now that you can output scoresheets in the middle of a run and some players are using that to ask others for advice).

We've also got a new style for the parts lists (Parts/Peak State), which might take a little getting used to but encodes more information into the layout, enabling faster parsing. Here's a before/after comparison of the basic list style vs. prefix-based alignment:



Abominations Continued...

The Halloween Event has "ended," but as per the instructions there it's technically still accessible in game. As such, I made a few more adjustments to improve it.

Figuring out what the various anomalies really do is part of the fun, but Paradox Anomalies in particular never had any associated log messages and they could really use one when their effect helps you.

Fire Anomalies were also super deadly in the early game where you don't have much access to heat dissipation, or the slots to apply it, and although they could mostly be avoided, they were still clearly the biggest contributing factor in early floor deaths, so not very balanced. Just remember you're probably going to want some cooling come Factory, at least in reserve, and regardless of build ;)

Today's cover art is an "Abomination" by Zyalin, who does great fan art of a number of roguelikes. Check out his website for more.

Also, have a full-sized version modified with their native parts:



Community

Cogmind legend Valguris has demonstrated a branchless extended win you can read about over on the forums. Very impressive, and he even managed to do it with his patented 2-prop flight build! Valguris also wrote a guide to this build, although note that particular variant does rely on branches. (Spoilers abound behind those links, of course.)

Not long after today's release, around 10pm Eastern Time, I'll be streaming
the start of a new run beginning with Beta 9.2, where we'll be doing a heavy combat half-track build, likely based on kinetics and crit-stacking, although I won't necessarily stick to that if we find other fun stuff to play around with :)

If you're interested in player stats, we've got a whole bunch of them from the Beta 8 cycle in this summary I put together.



We're still waiting on the leaderboards to be completed, but again, the data is being collected for inclusion in the meantime, and once operational I'm sure they'll be more robust and feature-filled than the previous iteration. Been nice to see people sharing scoresheets via URL these weeks, though :D

That's all for this release, and thank you for the reviews! It had been ages since I asked for anyone to leave them, but now we've got a bunch of new ones and are close to the next milestone on that so thanks again :D
Cogmind - Kyzrati


Hot on the heels of our massive Beta 9 update, time for an extreme change of pace...

Beta 9.1 "Abominations!" fixes a few new issues from Beta 9, but more importantly adds a special Halloween event that's been in the works for a couple weeks. This event's special mode includes:
  • 20 new robots, most with new capabilities and mechanics!
  • 1 new hidden map, complete with boss
  • other event-specific mechanics
Saves are compatible with Beta 9 so on Steam there's no legacy branch for that release--we're all going straight to 9.1.

As with our several other special events in the past, this one is time-activated (10/31) automatically but you can also force it to activate on any day by adding "-forceMode:Abominations" as a command line parameter when running the game. (On Steam this is handled by going to Properties > Set Launch Options.) If you've done this correctly the message log will show a special announcement when you start the game.

If you want to play a regular run on 10/31 instead of joining the event, you can use the "-noSpecialMode" parameter to prevent it from activating.

(Note that Abominations mode won't activate for anyone who hasn't already finished at least several runs of Cogmind.)

Achievements are not earned in Cogmind's special modes, but you can gain new item gallery entries, and lore technically counts as well (although as you'll see access to lore and plot are very limited in this particular event). As with the Pay2Buy event from earlier this year, Abominations mode could be a good way to add rare items to your gallery that you have yet to discover in regular runs.

Content new for Abominations mode is also tweaked by your difficulty settings, a first for a special event. Rogue level is quite challenging, but anyone good at the base game should be able to win as well. That said, the pure chaos of it will make Abominations relatively challenging in all difficulty settings compared to the base game, but... !!!FUN!!! :)

I could entice you with more details about the event, but I'd rather the announcement itself stop short of spoilers. Just know that WEIRD things will happen in this mode, and it's not bugs, just try to be observant and figure stuff out ;)

If you don't mind spoilers and just want to read and know everything, I've written in-depth coverage of this mode, both its content and the entire design progress, over on the blog:


Not long after today's release, around 9pm Eastern Time, I'll be streaming one or more Abomination runs, if you want to stop by to check out the mode and hear me rant about its design as I try to fight my way through it :)

Testers think it's a really fun mode, and I've already played through a good four runs and defeated the hidden boss in one of them, so we'll see how successful I am on stream :P (Anyone who's missed the stream can find it on YouTube the day after.)

Some special UI QoL unique to this event to be aware of: On-map labels for Matter are filtered out the first time you attempt to label (using the normal label filter features), due to the excessive amount of Matter that will eventually appear on the map... You'll see ;)

Sadly the new leaderboard database isn't yet complete so we won't have a contemporary leaderboard for this event, but one can/will be put together retroactively once they're up and running (so submit scores now as usual to be included in the data).

Even if you don't want to play Abominations mode, I strongly recommend you upgrade your Cogmind version to 9.1 as soon as possible since it fixes a nasty new potential crash bug introduced in Beta 9 that can occur if you use a lot of quickloads under certain circumstances.

---

Addendum: It's been ages since I reminded players to leave Steam reviews, and it really shows since they're pretty rare these days and for a long while we've barely been making any progress in that area towards the next goal. (Again, no paid DLC is planned for Cogmind, but free DLC in the form of a large update is totally an option :D. Patreon has been a great help in sustaining development, but it hasn't reached that level yet!)

Thanks everyone for your support!
Oct 21, 2019
Cogmind - Kyzrati


Cogmind's 9th major beta release, "Wizardry," is a big one where you can
  • upgrade with permanent bothacking abilities!
  • become a mobile fortress with siege mode for treads!
  • pore over greatly expanded scoresheets!
  • make use of optional quicksaves!
  • enjoy tons more QoL!
  • etc! yes! more!
In the works for more than half a year, this release brings us pretty close to 1.0, at least based on the fact that there's little left in terms of "must-have" features on the roadmap.

Lots more details can be found in the release notes and sample images further below, but first, the changelog...

(Note: Beta 9 is far too large to fit the entire release notes on Steam--their system doesn't support it... so I've had to share the changelog here as an image rather than text. For a normal view of the full release notes, see this same announcement on the forums!)



RIF Abilities (permanent bothacking upgrades)
One of the highlights of today's release is another big expansion of the Relay Interface Framework, the new bothacking system introduced back in Beta 7 ("Hack the Planet"). Beta 9 now allows you to also install permanent bothacking upgrades, either enhancing existing abilities or granting entirely new ones!

I have a blog post going over how RIF upgrades work, but in short you'll gain a new ability for every additional RIF Installer you use. So yep this requires you visit a bunch of Garrisons, but hey bothackers are right at home inside Garrisons, yeah?

That said, the new system makes it very tempting to visit every Garrison you possibly can, even if it's possibly a bad idea at the time xD (speaking from personal experience here, as one of my Beta 9 streams demonstrated...)

RIF was already decent on its own (still is!), but for each new ability you get you'll probably be that much more effective (the abilities are mostly randomly handed out, and may not synergize with your immediate build/plans/tactics), eventually reaching pretty epic proportions. Abilities include features like getting more out of your Relay Couplers, using Phasewalls, and making allies immune to Programmer hacking.

The new RIF abilities UI for listing learned abilities and their effects (to open click on the HUD's RIF button, or Shift-Alt-f):



Check out the blog if you don't mind spoilers and want to read up on the full details.

Robot hacking also got a cool new hack option, amplify_resonance, which essentially turns a robot's power source into a proximity bomb that will detonate when near another power source. This can truly wreak havoc on squads, and is a lot of fun. overload_power still has its place (and is cheaper), but also more challenging to control (and slower) if using it to take out groups of targets.



And for those with or without RIF, if you're using a Datajack to run parse_system hacks on unique NPCs that might report special text to let you see their thoughts, those will now also add their unique parts to your gallery, so you don't have to murder them (or try to find a way to get them killed) just to get those IDs :)

Siege Mode
If the silent approach isn't your thing, there is also a new way to make an even deadlier statement with your firepower: siege mode.

As most other forms of propulsion already do, all multislot treads now have their own special effect when "overloaded" (toggled a second time), transitioning them into siege mode in which you exchange your mobility for combat buffs, becoming immobile but gaining bonuses to accuracy and coverage, with even some damage resistance.

Entering and exiting the mode does take some time, as you can see in this demo here:



During the transition only the negative effects are in play, so when to activate and deactivate are even more tactically relevant decisions.

Treads also have a new Siege stat in their info window where you can access the context help and learn all the specific details.

Robots entering siege mode temporarily show as a flashing a yellow X on map, so yeah, enemies can do this, too, and you probably already know which ones ;). Yeah, it's kinda scary, but it also might give you a better opportunity to reposition or escape!

Siege treads originated as a new mechanic voted for by patrons during Beta 9 development, and were expanded from there. You can read a lot more about the process behind designing siege mechanics on the blog here.

Sample info page for Hvy. Siege Treads, one of the new dedicated parts especially effective in siege mode:



The Evasion window explicitly shows the negative avoidance modifier for being immobile:



Advanced.cfg comes with some new tread-related options, too. Set autoDeactivateSiegeModeOnMove to 1 to have siege mode automatically start transitioning out of siege mode if you try to move while in the mode, which is quicker than toggling the treads manually. And set autoActivateTreadsOnAttack to 1 to automatically switch to treads when attacking (for the accuracy boost and anti-recoil properties), which also automatically switches back to the original propulsion once moving again. This second option is quite useful for "halftrack" wheel+tread builds:



Scoresheet 2.0
Cogmind's scoresheets have been pretty awesome over the years, allowing players to see and share a large number of statistics from each run, but as we approach the end of Beta development it was finally time to make them even awesomer, so now we've got an insane variety and level of detail with per-map stats for all those many hundreds of values, a complete history log, an ASCII map of where the run ended, a more detailed breakdown of robot types destroyed, specific cause of death (if the run ended in a loss :P), relative class distribution and dominant class per map, and so much more...

I've written an in-depth four-part "Building the Ultimate Roguelike Morgue File" series on the blog starting here, which covers a range of topics around the design and content of these new scoresheets.

But wait, Cogmind doesn't have "classes," what do you mean by "dominant class"?! As part of the new scoresheet development I devised an automated system for categorizing your build based on your current loadout and sometimes other factors. You can choose to display your current build classification (dynamically updated!) directly on the HUD with the advanced.cfg option "showBuildType". Here's a combat build supported by infowar utilities, called a "Skirmisher":



In terms of scoresheet data we'll be able to see how builds evolved over a run:



As well as which build was favored by the player over others based on total relative time used:



It'll be really cool to examine these new stats later :D

The performance stats which count towards score ended up mostly unchanged, but were expanded slightly with the addition of Regions Visited. Rewarding exploration is a good way to encourage it, so a set amount of points are earned for reaching each new map. In the early years points for "Evolutions" served that purpose well enough, earned at each new depth, but back then the world was narrower, whereas players can now spend up to a half or even three quarters of a run inside branches, exploring horizontally. While it’s true there are also bonus points to earn in branches, not everyone may actually earn those anyway, and it’s worth recognizing that they still made the trip.

Some sources of bonus points were removed, but that's because they were originally piggybacking on the bonus point system as a kind of makeshift "history log" throughout Alpha/Beta, whereas the new scoresheets actually have a full history log containing all the notable events during a run.

There are currently several hundred different types of history log messages, and reading the log is like reading a pretty decent summary of the run. Here's a short example:



With history logs we'll be able to see more specfically what special encounters players found, and how they made their way through each floor, more in word form rather than all the number-based stats (although I'm sure the turn counter will in some cases be pretty elucidating, too).

I wrote a bunch about designing and building the history log here, which includes more samples.

So as you can see these scoresheets are jam-packed with fun and useful stuff, and you also don't even have to wait until the end of your run to have access to one! Mid-run stat dumps can be created using Shift-Alt-s in the main UI, or via the Records game menu:



Dumps are great for sharing with other players, or checking on the details of your progress.

Sample causes of death recorded while I was testing that system (demonstrating a variety of sources):



Sample ASCII map of final surroundings (more on its visual design in the relevant blog post):



Over the years all of Cogmind's player scoresheets have simply been uploaded as text files, then each day I'd copy the files and run a program that produces the leaderboards and some stats, but those days are behind us now. All the new stat uploads will instead be entered into the brand new database!

This database will power the new leaderboards (among other public stat uses), which aren't currently set up, but the data from new Beta 9 runs is being collected so don't worry--as long as you've got uploads enabled, it'll all be included later.

You can even already see your run data on the server by using the URLs appended to your local scoresheet, which look something like this:



The TXT form will be an identical copy of your scoresheet, stored online, and the JSON format is one way to represent the server's internal data for that run (sample). With the new scoresheet format, a long run can end up with literally tens of thousands of data points!

Thanks goes out to Will Glynn for being instrumental in getting that up and running. So I updated the credits menu :)



Difficulty Modes
Difficulty modes have been rebranded! They've now got names--Explorer/Adventurer/Rogue, and are no longer hidden in the options menu. We've had these settings for a while now, but they're underused since who knows how many people didn't seem to know they even existed xD (among other reasons discussed in the relevant blog post which goes into more detail).

Now it'll be impossible to miss them since the first time you start up Cogmind you'll be presented with a new menu that appears even before the title screen, asking which difficulty setting you want to choose.



The balance changes for each mode are more or less the same as before, as described in the manual, though there have been a few tweaks, most notably the removal of Alarm traps from Materials in Explorer mode, keeping Operators out of sight of the Materials starting locations so they don't call reinforcements right away in Explorer/Adventurer modes, and outright removing them from -10/Materials in those modes. Altogether these factors tended to significantly compound the dangers of the early depths and contribute to a lot of deaths from being overwhelmed, which doesn't really have a place in the early game for easier difficulties. (These factors are expected challenges of the traditional Rogue mode and remain unchanged.)

A bigger change to Explorer/Adventurer modes is the optional quicksave feature. So yep, permadeath is technically not enforced in those modes, allowing you to save/load to your slot at any time via Ctrl-F7/F8, or via new buttons on the game menu.



The game over window also includes a new button that allows you to load back to your last restore point instead of dying (and if you never manually created a restore point, it'll lead to an automatic quicksave made at the beginning of the current floor):



Non-permadeath/loaded runs will not be uploaded, however, and therefore not included in the leaderboards. You can see whether your current run has been loaded before, and how many times, via a new indicator that appears in the top-right corner of the HUD:



You can read my thoughts on permadeath and this feature on the blog under "Quicksaving and Restore Points," as well as in the manual under a new section titled "Saving/Loading."

For those Explorers/Adventurers who want to remove the temptation to make or use quicksaves, the feature can be entirely disabled in advanced.cfg by setting noManualSaving=1. All the relevant buttons will disappear and the hotkeys won't do anything :)

Balance
There have been quite a few balance changes, partially a result of this release taking a while to make it out there, but also because we're closing on the end of Beta so it's time to iron out a few things.

Assault squads can be a bit more powerful now, and high security dispatches grow increasingly deadly with each dispatch, changes which mainly just affect those who are out there repeatedly farming these opportunities for points--they really weren't deadly enough :P

One of the extended-game fights had also become easier than intended, so that's been rebalanced.

Research branches are somewhat less scary because the results of being scanned by a Researcher are different by area, rather than always calling in, uh, death on wings. This might have something to do with the Q-Series loadout algorithm being rewritten for Beta 9 to make them more formidable opponents ;)

In other good news, crit builds are back in business! Crit-stacking was amazing back in Alpha, but eventually got nerfed by giving the most dangerous enemies immunity to critical strikes, making it hard to fully rely on crit tactics when dealing with tougher challenges, and leading people away from those builds in general. Now almost all the bots with Critical immunity have been converted to a new "Coring" immunity, which only gives their core immunity to critical strikes, but all their parts are fair game, so it's possible to use a good crit build to strip even a powerful target, just not outright destroy them purely from critical strikes alone.



If you've been having some bad experiences with thieves, that was a bug, oops xD. Regular thieves you can run into in the caves are pretty annoying, but they shouldn't be downright evil like Master Thieves are--the code for the latter new type was accidentally also applied to the former in Beta 8, giving them all the ability to both steal from your inventory and always pick your most valuable parts! Regular thieves now once again only steal the first thing they can get their grabbers on.

The largest area of balance was part stats, and I won't go over every single one mentioned in the changelog, but some of these deserve a bit of discussion...
  • Quantum Capacitors have finally been switched to occupy two slots rather than one. It's always been far too good at one slot considering the powerful low-weapon builds it enables, so now requires a bigger utility slot investment in exchange for that power. And it's still really good! Weapon Cycler effects have also been capped at a lower amount (30%) to maintain their balance against capacitors.
  • Humpbacks were made somewhat irrelevant with the comeback of Hcp. Storage in Beta 8, so they've once again got their niche back and store even more parts at an even higher mass cost (!).
  • Burnout rates were effectively negligible on hover/flight units due to the types of builds people have been using them in, so those rates are now high enough to be worth taking into consideration now--the extra speed should come at some cost :P
  • Beta 9 is the great armor mass nerfening, mainly because good flying builds were sporting way too much powerful armor, which when combined with ridiculous speeds made them practically invulnerable. It'll be harder to put together an all-around OP build like that now, while combat builds won't have much trouble supporting the extra mass so the changes don't affect them nearly as much. Light armor mass is unchanged, but medium and heavy armors are 30% and 50% heavier, respectively. Powered Armors in particular are an outlier and weighed almost nothing so had their mass increased significantly (their original balancing factor in the design was rarity, but it's not that hard to acquire them! I'd like to preserve their current availability but make it so that it's more likely combat-focused builds will use them, rather than flight builds for which they are far too good with their amazing coverage and damage reduction).
  • Beta 9 will also be known as the great EM nerf. Every single electromagnetic weapon was adjusted to consume twice as much energy per shot. This includes guns, cannons, launchers--all of them. Despite the change, EM weapons are still great, but will require a little more support from other parts (power sources and/or batteries) to use extensively. They're definitely more balanced now.
  • High-rating Phase Shifter effects got a significant nerf as well. They're still good, but not insanely so as they were before. This change also indirectly nerfs one of the toughest hostiles in the game, so there is a silver lining here ;)
  • Early-game sensor utilities got a bit of a buff to make them somewhat more useful (before they're of course quickly replaced by better versions anyway). This includes Sensor Arrays, Imp. Sensor Arrays, Terrain Scanners, Imp. Terrain Scanners, Mak. Terrain Scanners, Seismic Analyzers, and Terrain Scan Processors. So maybe give them a second look if you're already used to ignoring them :P
  • Piercing weapons got a buff to their special effect, doubling target core exposure rather than multiplying it by 1.33. The original figure sounded large but the way it's calculated made for almost negligible gains--the new value is significant enough to matter against the average target.
  • Hover units will be easier to find and use to maintain a build throughout an entire run, especially with the addition of two new varieties of hover, including some very high-end stuff. The main drawback of hover as a propulsion choice in the past was difficulty in restoring or replacing older/damaged units, but not anymore.

Useful Stuff
Surprise (not really), there are lots more little QoL features in Beta 9!

Machine hacking got some nice upgrades, probably the coolest being the one voted for by patrons during Beta 9 development: expanded autocompletion with a menu based system.



This is especially useful with part schematics, listing all those valid at the current machine given the current depth, with partial name matching of course, and tab autocompletion.



As you can see in the demos above, the new behavior uses a two-step process treating the command and variable separately, rather than treating the entire string as one for the purposes of autocompletion as before. As a result, using Ctrl-Backspace only erases back to the previous open parenthesis if there is one, rather than always clearing the command.

Note that changing the system's behavior also required limiting autocomplete to the Tab key, rather than allowing either Tab or Spacebar.

Manually hacking a machine target which is already listed as a direct hack no longer incurs the usual indirect hacking penalty, either, for those who just want to type and not worry about first checking what already might be available.

And there are several new hacks to discover out there...

Because we can never have enough ways to facilitate part management, here's another: Swapping back and forth between two parts is now even easier via the new autopair system that remembers which parts have been swapped. You don't even have to think about it or look for a specific part in the list, because it's always assigned to 'Y' in the swap menu.



Notice the tick mark to the left of parts that have an autopair, as a reminder.

Parts ejected by machines now push away other parts, rather than rolling the ejected part over others. This is to ensure the newest part is actually placed instead of possibly being crushed due to lack of space.



Player-dropped parts crushed for that reason are now explicitly reported in the message log so they don't seem to disappear mysteriously (although technically they have always played special sfx and the parts list animation for destruction).



Inventory type-wise and mass-wise sorting also subsort by integrity (high-to-low) for otherwise matching items:



Prop explosion data is now shown in the scan window, making this more apparent without having to open the full info window:



I hope you enjoy Beta 9, a big release which is really like two major releases in one :P. Although the new leaderboards aren't ready yet, be sure to activate uploading in the options menu (and set your desired player name!) if you want to participate in them when they do go live. Next up I'll be sharing some stats from the lengthy Beta 8 period, as usual.

Saves from earlier versions are incompatible with Beta 9, but even if you're on Steam and Cogmind automatically updates, Beta 8.2 is still available via its own legacy branch and you can roll back to finish a run in progress first if you like.

Cogmind - Kyzrati


Siege mode is here! Wait what? Siege mode?

Yeah, this concept kinda came out of nowhere because suggested by patrons who came up with a bunch of ideas and voted on the new mechanic they wanted to see in Cogmind. The full list and voting results are here:



I like the idea of having a "siege mode" for treads since we already have conditional "overloaded" functionality with some other propulsion, but before now treads didn't have this and it provides new tactical options depending on your situation and capabilities.

In short, you exchange your mobility for combat buffs, becoming immobile but gaining bonuses to accuracy and coverage, with even some damage resistance.

Here's a demo of some of the relevant interface bits, showing how it takes time to enter/exit the mode (and during that transition you're more vulnerable):



And yes there's cool transformation sfx when you fully enter siege mode ;)

There'll be a blog post that goes into more detail about the design process behind siege mode, all of the mechanical aspects, and even a discussion of the tactical implications, but I'm still working on that so I'll link to that in the next announcement.

This week I did already start streaming a new run using a nearly-complete version of Beta 9 to show off some of the latest features, including siege mechanics! So naturally it's a heavy combat run, that in combination with a so-called "crit-stacking" offense, which I've wanted to try for a while, and now is a good opportunity because enemy crit immunity has temporarily (?) been toned down for Beta 9 as an experiment.

https://www.youtube.com/watch?v=jtlZnLqmwfc

Part 2 will be coming next week.

The Good Stuff

Also as voted for by patrons (albeit from a list of potential features I provided) manual hack autocompletion got an overhaul to bring its behavior more in line with regular editor consoles, including even a selection menu to see the available options.



And my favorite part: it even works with schematics, listing all those valid at the current machine given the current depth, with partial name matching of course, and tab autocompletion.



On the part management QoL side of things, in order to facilitate swapping back and forth between two parts (which some people like to do before/after combat with certain builds), after a part swap between the inventory/attached lists, those two parts are remembered ("paired") so if you want to swap back that's always possible via the 'Y' menu option:



Here's a demo of the autopair swap feature in action:



And I don't imagine it'll get a lot of use but it was one of those "do it because I can" things: All remembered autopairs can be swapped simultaneously if you really want to!



The Unbroken Stuff

I've already fixed all the known bugs from Beta 8--it's been a while so a lot of little things had piled up, but as always part of getting the next major release out the door means cleaning up any reports from the previous one!

The Terrain Scanner activation animation was unintentionally revealing the positions of traps via little blips. In fact, it was technically also revealing some internal script trigger points as well, which was how one player first discovered this! And then another player on Twitter mentioned that they thought the trap revealing was a feature xD. No this is totally not a feature, please use the other available means to detect traps rather than this rather tedious and non-Cogmind-like method! You see the blips in there?



Oops, the scanning list was revealing non-scannable prototypes by color even when unidentified. Fixed:



The Random Stuff

Lots of other little improvements here and there as well as I cleared out my TODO list for this release.

Inventory type-wise and mass-wise sorting also subsort by integrity



Parts ejected by machines now push away other parts, rather than rolling the ejected part over others.



Prop explosion data now shown in the scan window, making this more apparent without having to open the info window.



And we can always use new explosions.



30,000 Data Points? Yes, Please!

You know how Cogmind's extensive scoresheets have always contained hundreds upon hundreds of data points to paint a fairly detailed account of that run's highlights? Well let's multiple that by... a lot.

The scoresheet format has been revamped in a big way, reorganizing all those many stats into more (and better) categories, adding a range of entire new categories, and significantly enhancing each scoresheet's ability to paint a clear picture of the run with history logging, automated build class identification, an ASCII map of the final surroundings, and even separating all those data values out into their per-map stats!

I've given this topic new "meta feature" in-depth coverage on the dev blog, writing a massive dedicated 4-part series on it, and as you'd expect, each article is packed with samples, diagrams, and detailed explanations.

Building the Ultimate Roguelike Morgue File, Part 1: Stats and Organization - Examining the process of developing Cogmind's scoresheet and its content as it evolves into its final form.



Building the Ultimate Roguelike Morgue File, Part 2: ASCII Maps - Designing the ASCII map style for Cogmind's new scoresheets.



Building the Ultimate Roguelike Morgue File, Part 3: Mid-run Stat Dumps - Why and how I'm including accessible character dumps in Cogmind, including automated build classification and a situation analysis system.



The Ultimate Roguelike Morgue File, Part 4: History Logging - Exploring the structure and content of full-run history logs as a way to record notable events in a roguelike.



While on the subject of blogging, I wrote another article about Special Game Modes in a Roguelike Context, talking about stuff like their value and types.



Hard Still Means Hard

Another big change coming to Cogmind is the rebranding of difficulty modes, which I hope will help a lot of people. No more automatically defaulting to the hardest mode and calling the other two options "easier" and "easiest"--from now we have Explorer, Adventurer, and Rogue!

A lot of people don't even realize Cogmind has difficulty modes, and has for a couple years now, so that option will be front-loaded into a new menu seen the first time the game is run, before even the title screen:



Explorer/Adventurer modes even come with a convenient quicksave/load system, which I hope will help a lot of people better enjoy the game (Rogue mode will continue to enforce permadeath).

There is of course a blog post on this change, Rebranding Difficulty Modes, talking about design, reasoning, and player expectations. Another one specifically about the save/load feature will be coming as well!

Flying and Hacking

Last time I reported that I'd begun streaming a flight run, which was eventually finished and made it into super spoiler extended-game areas. There were five parts in total, with the second starting here (you can find the rest from there):

https://www.youtube.com/watch?v=x2JSDWtz--o

I also did another streaming series of a run using the new upgradable RIF abilities. That starts here:

https://www.youtube.com/watch?v=ciCC37FuFac

Zyalin drew our late-game build there <3


And at one point earlier in the run I was also crazy enough to continue along with rather high corruption and ended up causing a misfire to destroy the exact thing I was after--Zyalin sketched that scene, too xD



Of Course We Have More Art

Zyalin drew Tone's massive-storage late-game bothacking borg build, with allies in tow.



He also drew this...



...which makes more sense when you learn where it came from, the time in chat where I was fooling around with making Cogmind a 2x2 bot by changing a single value in the game, and... it actually sorta worked and was playable though the sprite became a conglomeration of several other non-combat bots as well!



Zyalin's imagining of a "combat version" of that particular NPC everyone loves to murder for their amazing hackware.



And I really love this piece, a huge thief-inspired bot that rips parts off:



Zyalin has finally set up a website for his fan art of various games, including Cogmind, so if you want to see some of his other great work, and a lot of his past Cogmind pieces, check that out here. (Today's opening art is also a work by Zyalin, giving his impression of siege treads)

PlasticHeart, originator of the idea of "cogmics" (the 4-panel Cogmind comics now created by a number of players) has also collected a bunch of their past work on a new DeviantArt page here.

For his own "work of art," in July JakeThyCamel announced he'd been doing some wonderful work on an online HTML-based version of Cogmind's manual, filled with links and supporting screenshots. The conversion isn't quite complete (I'll bring it up again when it's done), but it's definitely getting there and worth checking out.



Oh look, there's some of my art, too. Stuff coming to a Beta 9 near you :)



Platforming

If you hadn't hear, this week Steam launched the new Library beta, and for that purpose all us devs had to make new assets to fit the new format. So if you opt into the beta you'll notice a couple things, one being the fact that quite a few devs have not updated their assets so the games don't show up very well, but assuming you own Cogmind you get to see this new box art in action :D



I made this and other new stuff a few months back when Steam first announced the upcoming changes, then totally forgot about it. It wasn't until players started showing me the game standing out in their libraries that I realized it was live :P



More recently I certainly remember the headache of suddenly having to go back through and migrate old announcements to the new system because I couldn't live with Steam automatically classifying all of Cogmind's previous updates as "small patches" :P. Cue hours of figuring out the system and creating new images in the right format! In the end it's at least a little more modern and less clunky than it was before (if we ignore the fact that comments are now harder to reach and see...).

Here's a couple excerpts from the editing view when I was working on that:



I'm quite happy that Steam integrated Proton and for a while now it's become even easier for Linux players to enjoy Cogmind via Steam Play. Cogmind is now rated Platinum in ProtonDB, so keeping the software super minimal and fixing those Wine-specific issues was definitely worth it :)

In less good news, the newest macOS is dropping support for 32-bit apps, which will mean those on the new system might have a harder time running Cogmind. I believe it'll technically still be possible, but you'll have to approve it or something like that? Or maybe because Mac users are already running it under some form of emulator anyway it might work? Not really sure about these things I guess we'll see.

Wizardry on the Horizon

Beta 9 is coming.

No date for you yet, but the only feature remaining before it can be released is the database and leaderboards side of things,
and while not every one of its features needs to be ready immediately, 1) it's important to lay a good foundation and 2) the basic version definitely needs to be functional for the Beta 9 release because I want to see the initial usage of the rebranded difficulty modes given the new menu and related features.

I can't be too sure about the timeline because I have someone else helping build it--I normally work alone but this is outside my area of expertise so that wasn't really an option here if I wanted it done well :P

In any case, regardless of when Beta 9 is done, a longer dev cycle just means more time to throw in extra little features and content before it's out!

A note about SITREPs: These are occasional progress updates where I share features coming to the next release, but that aren't actually in game yet. Public releases get their own dedicated news announcement and changelogs/release notes, for example with Beta 7 and Beta 8.

There may be other relevant discussion of this SITREP on the GSG forums or r/Cogmind.
Cogmind - Kyzrati
Beware, the bothackers cometh!



Hacking robots has gotten a lot more interesting since Beta 7, and although there were some buffs after that, the strategy was still somewhat lacking in the late game, at most serving as a supplementary capability rather than holding its own. So now we've got... permanent upgradable RIF abilities!

I've written a full explanation on the new system over on the blog: "Robot Hacking: Upgrades"



You can read all the details there, but in short, you'll be able to seek out new abilities at RIF Installers, eventually becoming a bothacking powerhouse if you can brave that many Garrisons. Abilities include stuff like upgrading your Relay Couplers, using Phasewalls, and making allies immune to Programmer hacking.

Using the Robot Detection ability to see nearby enemies:



Walking through Phasewalls:



The new RIF abilities UI for listing learned abilities and their effects:



In this week's stream I also demonstrated RIF abilities (along with some other upcoming features) in a Beta 9 preview:

https://www.youtube.com/watch?v=JJx43CtfdXM

Zyalin drew our bothacker build :D



Me? On a flight run?

I took a month off streaming Cogmind to review a bunch of 7DRLs, but have since gotten back to Cogmind streams and did a complete flight/thief run. Part 1 is here:

https://www.youtube.com/watch?v=_BFzE5wXp0c

The original goal was just to steal from the Exiles and evade all the inevitable thieves, but the epicness continued for much longer than that. I wrote up a full summary of the run with links and images, though note it does eventually get into extreme spoilers.

I won't go into details here, but one of the epic events was getting two major bots to fight each other. I can't not show it because Zyalin drew this awesome depiction of us flying around with our friend, who is having his nuke intercepted by that much bigger non-friend.



Pay2Buy2Win

Before that I also streamed a couple weeks of Pay2Buy mode, the new version released for April 1st.

https://www.youtube.com/watch?v=6VVNZBiqAuc

A list of parts purchased throughout that run :)



After some time had passed, I put together a special leaderboard to record those who'd participated in the 4/1 event (and opted into uploading)



That and a bunch of related stats can be found on the forums here.

Writing and Doing

Following my article on level design, I added a pair of related pieces:

"Roguelike Level Design Addendum: Procedural Layouts"



"Roguelike Level Design Addendum: Static or Procedural?"



More recently I posted an in-depth look at the evolution of Cogmind's turn time system:



In little features I worked on, we're getting specific death messages for the scoresheet. Check out some samples from that system at work here:



I took a few-hour detour to add all the commands to the manual. Commands have always been available in game, but some people prefer to reference them externally in the manual. The list there was always incomplete since I'd approached it differently--only showing an alphabetized list of keys with their effect, rather than organizing it categorically as you find it in game. Now it's organized and complete.



This of course also means that the in-game manual includes the list as well, even though they're already available via a separate explicit help menu :P



Also have a red mapgen visualizer:



Art from 2243

A new gallery of works for your perusal...




Storage Jammin', by Zyalin




A multitreaded combat bot, by Zyalin




EM Cogmind, by Zyalin




Mni. ARCs?! by PlasticHeart




Unsafe branch spawns, by PlasticHeart




A randomly trapped Fabricator, by PlasticHeart




Storage shopping, by PlasticHeart




ECM Sweet, by JackNine




March leaderboards, by 8FPS

The Great Server Outage of 2019

At the end of May the servers were, um, "updated" by the host and this broke a bunch of stuff. The blog and wiki were both down for five days, and for two weeks the in-game news/version checking feature as well as score uploading and error reporting were all broken. Sadness.

Fixing this took quite a lot of work, no thanks to the host service who had no idea what was going on. Fortunately we have lots of web devs in the player base and I got some tips and ideas that eventually helped get everything up and running again.

As of last week our leaderboards are once again accepting new data \o/



As part of the fix I was forced to update Cogmind itself, so I put out a quick and relatively unannounced Beta 8.2 earlier, which has all of one line in its changelog :P

Saves are compatible with the previous version (so there's no legacy branch on Steam), it was just a modification to how COGMIND.EXE connects to the website for the optional online functionality.

Going forward Beta 9 will be running on a different db-based leaderboard system, so would no longer be affected by availability or reachability of the website itself, and will also feature multiple attempts, in case a score cannot be uploaded for some reason at the time a run ends (for example no active internet connection). Too bad that wasn't in place yet when this even occurred, but we'll get to it soon enough!

The 9th Circle of Betas

Speaking of Beta 9, when and where is that, anyway?

Well, it's going to still be a while yet. As we approach Cogmind 1.0, there have been a few major meta systems remaining to work on, and all of these happen to be features that need to be released simultaneously, making this by far the longest release cycle to date as I get everything in place.

The first is the revamped scoresheet, which is now complete, and also awesome--I'll be writing about that for the blog next. It's been a massive project that alone took more than a month.

The second is a new leaderboard system. The current one is pretty nice, but it's not fully automated and also has no internal database, limiting the kinds of things that can be done with it.

And the third is rebranded difficulty modes, which won't be changed in too many fundamental ways, but will get a new selection UI and hopefully be more useful to new players while also better at setting expectations.

Plus on top of all that we of course need other fixes and features that make releases interesting, like the RIF abilities :D

So Beta 9 is a big one, even if a lot of it is internal work. But it must be done, so I'm doin' it.

I was hoping to have it done by mid-June, when I'll be out of town for a few weeks, but there's been too much extra work involved so unfortunately I won't be able to finish it until after that, which means some time in August.

I'll still be chipping away at it while on the road, and updating the blog and Patreon, but four weeks from now when I leave I'm pretty sure there'll still be a little more work left to do on Beta 9, and I don't want to rush it out.

That said, even though it's incomplete, patrons can fool around with a prerelease version of Beta 9 (the one I streamed earlier this week), which already has the fully functional new scoresheet features and RIF abilities.

With Steam revenue falling lately, patrons are now clearly responsible for keeping development going without having to worry about wasting dev time advertising or wrapping up Cogmind to switch to another project, so many thanks to them <3



I mean it's true I've been working on Cogmind for six years now and continue expanding it without charging for the extra content, so this trend is inevitable xD

Patrons have also put in their votes for their choice of feature to focus on going into Beta 9:



(So yeah, yet another thing to work on!)

While we're talking money, here's your notice that Cogmind is having a weeklong 10% discount from June 17th through 24th, both on Steam and the website (where you can also get a Steam key and it's a lot more helpful for the bottom line).

I'll leave you with our favorite cheer (courtesy of Zyalin).



A note about SITREPs: These are occasional progress updates where I share features coming to the next release, but that aren't actually in game yet. Public releases get their own dedicated news announcement and changelogs/release notes, for example with Beta 7 and Beta 8.

There may be other relevant discussion of this SITREP on the GSG forums or r/Cogmind.
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