Since the last release Cogmind has made a number of those Top Games of 2015/2016 lists that pop up around the turn of the year, keeping sales rolling along at a minimal pace, just enough to support perpetual development for now
.
Once again, my thanks goes out to everyone for your support, since you're all an important factor in making Cogmind the best it can be.
And with that I bring you
ALPHA 6!
For the
full release notes containing plenty more detail about the content and mechanics of this release, see
here.
Alpha 6 (0.10.160119) changelog:* NEW: Branch map "Archives"* NEW: Branch map "Hub_04(d)"* NEW: 1 major plot event* NEW: 1 more story-related NPC encounter
* NEW: 3 new NPCs (unique robot classes)* NEW: 1 new prototype robot
* NEW: 2 new weapons
* NEW: 2 new terminal records
* NEW: New Trojan hack (secret)
* NEW: Various additional sound effects (total now at 711)
* NEW: Fourth way to enable access to final lift to surface* NEW: Removal/replacement of attached processors and hackware destroys them, with unique UI animation/sfx* NEW: Destroy-on-removal parts marked with a dark colon in parts list
* NEW: Drag-dropping a destroy-on-removal part from the attached parts list shows in red rather than white, to indicate it will be destroyed
* NEW: Disarmed combat robots shown at half brightness
* NEW: All Field Recycling Units vastly improved with new behavior, acting as "vacuums" that convert salvage to matter over time
* NEW: HUD matter readout displays Field Recycling Unit scrap storage and distribution rate when applicable
* NEW: Interactive machines may be embedded in walls
* NEW: Firing weapons in non-reinforced environments may cause cave-ins, where the chance depends on the class of weapon* NEW: Mouse players can left-click on a wall to enter fire mode (so that force-attacking can be achieved without the keyboard at all)
* NEW: Manual entry of hacking commands is case-insensitive (including both the command itself and any optional arguments)* NEW: Schematics and analyses already obtained are grayed out when hacking terminals
* NEW: Flying Cogminds can force-attack (Ctrl-Shift) adjacent robots to ram them when unarmed, rather than flying overhead
* NEW: New font size, 8, enabling 640x480p UI (purely for fun, was easy to add)
* MOD: Many propulsion stat values reworked!* MOD: Simplified propulsion mechanics and all known calculation oddities at very high speeds and overweight situations ironed out* MOD: Ground-based propulsion (wheels/legs/treads) no longer slows with each additional module* MOD: Airborne propulsion (hover/flight) no longer has a per-part limit on max speed (is type-based)* MOD: As a side effect of propulsion changes, most hostiles slightly slower
* MOD: Wheels have an advantage now, but still suffer from low integrity* MOD: Backup Propulsion I/III/VII nerfed
* MOD: Tread recoil dampening effect reduced to 1 per active tread slot* MOD: Hunter-class Slayer/Assassin/Terminator variants' firepower reduced* MOD: Reactive armors reduced in size; mass significantly increased to compensate
* MOD: Removed Fabricators from Materials floors* MOD: Interactive machine placement weights use unique values for each machine, causing some to be more likely, or only, found in rooms
* MOD: Complex 0b10 rooms are slightly less likely to be empty
* MOD: Complex 0b10 contains more interactive machines, especially terminals, in Factory and Research floors* MOD: Non-combat robots no longer allowed to spawn in hidden corridors used by combat robots
* MOD: Cave-ins caused by explosions are postponed for one or more turns after the explosion occurs, and are also more common
* MOD: Explosions, especially more powerful ones, are more likely to cause cave-ins
* MOD: "Go naked" command (Shift-Alt-q) switched to Shift-Alt-p, to avoid conflicts with non-Windows OS commands
* MOD: Removed item "durability" stat; all slots have equivalent coverage for purposes of determining impact damage location* MOD: Removed system familiarity mechanic for both machine and robot hacking* MOD: Removed Footprint Analyzers and System Mapper hackware
* MOD: Spectral Analyzer energy upkeep dropped to 0
* MOD: All processor mass dropped to 0 (44 parts including all interpreters, analyzers, targeting computers, etc.)* MOD: All processor and hackware coverage dropped by 88%* MOD: Better hackware is available earlier, and also more consistently from Operators* MOD: Merged both offensive hackware types (strength/tunneling) into a single type, where base type = Hacking Suite* MOD: Merged all three defensive hackware types (stealth/evasion/defense) into a single type (base type = System Shield)* MOD: Condensed 20 hackware parts into a new set of 12
* MOD: Removed terminal trace reset mechanic, and terminals no longer immediately test detection/tracing on reconnect (only after hacking)* MOD: Active terminal info shows trace progress instead of countdown
* MOD: Manual updated to reflect all changes to propulsion, hacking, hackware, processors
* MOD: Processors and hackware immune to rejection due to system corruption
* MOD: Repair Stations can no longer repair processors or hackware if already attached* MOD: Manual hacking buffer removes earlier matching entries when a new command is entered (previously only removed consecutive entries)
* MOD: Removed upkeep for malfunction blockers (e.g. Error Protection Suite), instead having it consume 20 matter on effect (if available)* MOD: Running via keyboard stops on stairs rather than ascending (regardless of auto-ascend setting)
* MOD: Line-of-fire color no longer considers friend/foe relationship, just pure obstruction* MOD: Datajacks and Stasis Projectors no longer display projectile/hit data in info window (no meaning since based on special effects)
* MOD: Field Recycling Units reduced to 1 slot, are heavier, and have both active heat and energy requirements
* MOD: Particle Gun (G-47 Trooper armament) stats adjusted: shorter range, lower energy cost, higher heat, greater damage range
* MOD: Removed Hcp. Storage Units, and mass of Lrg. units increase to 16 (+2)* MOD: Further improved effect of Launcher Guidance Computers
* MOD: Hostile Grunt, Sentry, Specialist, and Programmer variants have better heat management
* FIX: Crash when an assimilated Spotter explored to the edge of the known map [zill]
* FIX: Crash on simultaneously destroying an entire array of ambush traps [Decker]
* FIX: Signal Interpreter secondary effect description did not clearly indicate adjacency requirement for identifying exits [Sherlockkat]
* FIX: Repair Station failure to repair an attached part which was broken in the process was not reflected in parts list [MJWkr]
* FIX: Broken power sources continued contributing to energy storage capacity [greymedicine]
* FIX: Alert(Check)-reported security level suffix was always 'Z', not A~Z as intended (to reflect progression towards next alert status)* FIX: Art for Imp. Fusion Compressor contained a few miscolored glyphs
* FIX: Multi-tile doors played opening sound for every move along/through them, if move commands entered slowly