================================================================= Cogmind Public Changelog version: Alpha 8 ================================================================= NEW - New feature MOD - Modification to existing system FIX - Bug fixes ================================================================= Cogmind Alpha 8 (0.10.160427) * NEW: Branch map "Zion" * NEW: Branch map "[redacted]" * NEW: 3 new alien artifacts * NEW: 4 new NPCs (unique robot classes) * NEW: 1 more plot-related NPC encounter * NEW: 1 unique weapon (completely different mechanics) * NEW: 28 new items * NEW: Several new common robot classes * NEW: More lore to uncover in dozens of terminal records * NEW: Hundreds of lines of minor NPC dialogue covering lore, plot, and in-theme tips * NEW: Greater variety of cave encounters * NEW: Experimental map-wide ambient sound in caves (on by default, deactivate via "locale" audio setting in options) * NEW: Robot analysis benefits include a -5% hit modifier for those attackers (i.e. easier to dodge them) * NEW: Robot analysis benefits included among full-detail calculations output * NEW: Real-time FOV updating as obstructions are destroyed (optional) * NEW: FOV changes revealed via fade-in (optional) * NEW: Brighten and color known areas outside FOV by holding '`' (undocumented command) * NEW: Part/inventory data visualization now includes relative mass mode (toggle via integrity 'w' command/button) * NEW: 6 more machine types unique to -1/Access (some of them go BOOM) * NEW: 5 more Trojan hacks * NEW: Capable drones share terrain scanning data with Cogmind * NEW: Robots with unspoken dialogue requiring bump-to-talk marked by blinking '?' (or by unique background color if motion trails inactive) * NEW: Score sheet records total number of actions taken * NEW: All supporter names registered since Alpha 7 added to in-game list (see Credits menu) * NEW: All item-attribution names registered since Alpha 7 added to the item collection gallery * MOD: Main Access Shell behavior changed for non-combat approaches * MOD: Decomposers no longer break down matter, work slower in general, and are confined to smaller areas * MOD: Derelict workers and recyclers destroyed in caves no longer have self-destruct mechanism on salvageable parts * MOD: Derelict recyclers no longer collect matter or data logs * MOD: Fire traps cause a greater heat surge in victim * MOD: Relative encounter/prefab weights tweaked across all maps * MOD: -1/Access has fewer empty rooms * MOD: Operators no longer stationed at terminals that can be hacked to open a door * MOD: Increased effect of Spotters (e.g. in areas like Recycling) * MOD: Fabricated robots no longer leave salvageable parts (but still drop matter salvage) * MOD: Derelict component schematics no longer accessible at 0b10 terminals via manual hacks * MOD: Hackable (orange) blast doors immune to critical hit instant destruction effect * MOD: Broadcast Trojan message uses different color and formatting * MOD: Scan window unspoken dialogue indicator uses '?' rather than '!' (further differentiated from hostile spotted indicator) * MOD: Context help for critical strike makes explicit mention of effect against props * MOD: Dialogue triggered by robot entering view happens immediately regardless of player speed * MOD: Gallery collection percent is now animated * MOD: Optimized AI initialization to avoid the short pause during first turns in large maps like Factory * FIX: Crash on opening data for remaining piece of interactive machine after destroying its interactive piece [Enno, Happylisk] * FIX: Crash on triggering a fire trap with no occupant at that location (e.g. dodged or remote triggered) [Sherlockkat] * FIX: One of the Extension exits inaccessible via auto-ascend (required manual key/mouse command) [Shobalk] * FIX: Extra '0' shown at the bottom of score sheet's turn count list [Sherlockkat] * FIX: In rare cases the only cave exit could be rendered inaccessible by earth collapsing directly on top of it [Sherlockkat] * FIX: Experimental Hacking Suites and System Shields weren't classified as prototypes [Decker] * FIX: Unique manual hacks used on the wrong target still counted against their usage limit [Decker] * FIX: Recyclers weren't dropping entire inventory contents when destroyed * FIX: Mechanic repairs to attached parts didn't update the integrity indicator in Cogmind's part list * FIX: Fire trap heat transfer mechanic was activating for adjacent positions, but not the origin * FIX: Derelict-installed traps in caves rigged to trigger on the wrong faction (intended to be friendly) * FIX: Self-destruct Interrupters (new in Alpha 7) were auto-activating and running out of power (so no one's ever seen one :P) * FIX: Log message output for pre-learned machine locations reversed inteactive/non-interactive designations * FIX: Weapon info projectile count indicator added for Alpha 7 wasn't displaying ================================================================= Cogmind Alpha 7b (0.10.160323b) * MOD: Reduced maximum number of cave exits from Factory * MOD: Signal Generator disappears when it runs out of power * FIX: A few of the potential Derelict Terminal records could crash the hacking system [Sherlockkat] * FIX: Pressing F3 to swap ASCII mode during startup would prevent the inventory window border from being drawn ================================================================= Cogmind Alpha 7 (0.10.160323) * NEW: Branch maps "Lower Caves" * NEW: Branch maps "Upper Caves" * NEW: Branch maps "Proximity Caves" * NEW: Branch map "[redacted]" * NEW: World Map! (Backspace/F9/new "MAP" button) (examine your route, and possibly learn layout in advance) * NEW: Score sheet contains list of complete route taken through the world, by depth and map * NEW: New category of interactive machines: Derelict terminals * NEW: More lore to uncover in dozens of terminal records * NEW: Learn many forms of intel about areas before visiting them, including depth, zone layouts, trap/machine/guard locations and more * NEW: New special item type akin to Data Cores: Derelict Logs (effect unrelated, though they are similarly auto-collected) * NEW: New Trojan hack (secret) * NEW: Some Trojans and brute force hacks can now be learned via in-game/in-theme methods, as can the access code to Recycling * NEW: 1 new prototype robot * NEW: 4 new Derelicts * NEW: Several new types of drone bays, with corresponding unique drones * NEW: A dozen new rare parts * NEW: First alien artifact! * NEW: A couple dozen more encounter types * NEW: One more story-related major NPC encounter (new NPC robot class) * NEW: Target robot system corruption increases chance of hacking success (+X/3%) * NEW: Minor NPC dialogue now animates over the map itself, color-coded by relation w/speaker * NEW: Scene descriptions no longer confined to the log, shown as cyan messages over the map * NEW: Mouse users can pan map by holding Shift and simply moving cursor * NEW: Stockpile intel from terminal hacks also provides item-specific map labels on request * NEW: Attempting to move while severely overweight will give a warning before the first such move in a while * NEW: Four new size 12 font options (720p): "Tall", "Smallcaps", "Fuzzy", "Tallcaps" (8 total options at that size now) * NEW: Smallcaps typeface manually scaled to 8 additional sizes in three variants (Cogmind includes over 100 font bitmaps now) * NEW: Second variant of the 14/Terminus font, crisper with some glow to it * NEW: Initial tutorial messages include a notice about changing the text font * NEW: 24 more score sheet entries (total = 434) * NEW: Added Ctrl-PrtScn as duplicate command for PrtScn, for players with PrtScn already assigned to an external program * NEW: More Recycling Unit features, including component storage and hack or shoot to retrieve stored components * NEW: Mining Claw may on rare occasions rip parts from target and put them directly into your inventory (or drop if space insufficient) * NEW: All hover propulsion gives a +5% to dodge when not overweight or in stasis (e.g., hover now has half the flight bonus) * NEW: All supporter names registered since Alpha 6 added to in-game list (see Credits menu) * NEW: All item-attribution names registered since Alpha 6 added to the item collection gallery * MOD: Hunter armament buffed--they're scary again * MOD: Nerfed high-level Targeting Computers, Melee Analysis Suites, Target Analyzers (too easy to stack now); buffed entry-level variants * MOD: Nerfed high-level Sensor Array and Terrain Scanner ranges; buffed entry-level variants; all energy costs slightly lowered * MOD: Coverage of all Storage Units halved * MOD: Drone Bay integrity and coverage tweaked, now doubles as makeshift armor * MOD: Exp. Signal Interpreters now more capable than Advanced variant * MOD: Adv. Signal Interpreters can no longer detect H-88 Terminators (requires Exp. level) * MOD: Momentum damage modifier cap for melee attacks doubled from 20%/40% to 40%/80% (non-piercing/piercing) * MOD: Dormant, unpowered, disabled, and broken robots outside view can now only be discerned by Exp. Signal Interpreters * MOD: Default font changed from "Cogmind" to "Smallcaps" w/glow variants (former renamed to "Cog") * MOD: Shift-LMB to center map on cursor position works, but is now an undocumented command * MOD: Inventory displays item sprites rather than ASCII when in sprite mode * MOD: Intel overlays for stockpiles display item sprites rather than ASCII when in sprite mode * MOD: Effects of Maneuvering Thrusters and Reaction Control Systems do not apply when overweight * MOD: Behemoth core exposure reduced by 5% * MOD: 50% increase to effect on alert level from destroying or jamming a garrison access point * MOD: Improved visibility of projectile count on info page for multi-projectile weapons (was easy to overlook) * MOD: Ramming non-combat robots counts as an aggressive action and they'll now flee and send out distress calls as with regular attacks * MOD: Machine serials that used unique letters derived from the current map name now always use the first letter of that name (cosmetic) * MOD: Garrison Access terminal seal animation improved (also fixed issue where it might not finish playing on slow machines) * MOD: Size 10 font "All Caps" renamed to "Smallcaps" * MOD: Some glyphs in all Terminus fonts modified * MOD: Terminus (non-bold) fonts given a faint glow at sizes 18, 20 * MOD: Added slight anti-aliasing to 12/Terminus font to further improve readability (especially on smaller screens) * MOD: Help screen commands for keyboard control of allies more clearly indicates how to enter required mode * MOD: Drone Bay ASCII art tweaked * FIX: Crash on Tab-cycling targets after causing time to pass by swapping parts before original target destroyed by another actor without having exited look/fire mode [Sylverone] * FIX: Score sheet missing Garrison Status hack tally, throwing off the dozen hacks listed after where it should be [zxc] * FIX: Score sheet recorded turns spent in Hub_04(d) to Armory [Sherlockkat] * FIX: Score total for prototype IDs didn't account for those learned via hacking or Component Analysis Suites [Enno] * FIX: Jamming a Garrison Access point via brute force hacking now applies same Programmer dispatch reduction as sealing/destroying it * FIX: Crash on replacement of attached Processors or Hackware direct from ground while inventory full * FIX: Basic/Imp. Signal Interpreter indicators remained on map even in view if moving multiple spaces per turn * FIX: Overlapping simultaneous explosions could not affect the same robot more than once (Gamma Bomb Arrays etc. will be more effective now) * FIX: Hunters could no longer track targets through walls (Alpha 6 regression) * FIX: EMDS missing projectile name in penetration message text * FIX: Toggling sprite/ASCII modes from the option menu (instead of via hotkey) didn't update previously seen areas until seen again * FIX: Fullscreen successful win animation might not play out on slow machines * FIX: Botnet trojan success text used incorrect plurality when value is 1 * FIX: Typo in new offensive hackware effect description * FIX: 20/Terminus text font missing integrity block glyph * FIX: Size 8 mini font wasn't grayed out in the option menu's font list while tileset active * FIX: One line-junction glyph in the size 8 mini CP437 font misaligned ================================================================= Cogmind Alpha 6 (0.10.160119) * 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) * NEW: All supporter names registered since Alpha 5 added to in-game list (see Credits menu) * NEW: All item-attribution names registered since Alpha 5 added to the item collection gallery * 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 ================================================================= Cogmind Alpha 5c (0.10.151220) * NEW: 5 new power sources * NEW: Auto-replaced attached items that cannot be moved to the inventory (full) will use the same auto-replacement rules to attempt to displace an even worse third item (in inventory) if applicable * NEW: Picking up items with full inventory attempts to auto-replace a worse item using same rules as attached part auto-replacement * NEW: Powerful new Trojan hack (secret) * MOD: Brawler/Behemoth class robots power sources changed * FIX: New Alpha 5 bonus score system broke the win point formula [Decker] * FIX: Score sheet combat kill streak count could exceed combined combat/non-combat value [zxc] * FIX: Attempting to auto-replace with a multi-slot part wasn't fully blocked as intended, letting the action reach a half-completed state * FIX: Auto-replacement mechanism ignores unidentified items for purposes of checking utility effect replacement priority ================================================================= Cogmind Alpha 5b (0.10.151217b) * FIX: Smart auto-replacement of parts might choose incorrectly in swaps involving three or more of the same item with different integrity values [zxc] ================================================================= Cogmind Alpha 5 (0.10.151217) * NEW: Branch map "Recycling" * NEW: Branch map "Extension" * NEW: Branch map "[redacted]" * NEW: 1 major plot event * NEW: 3 story-related NPC encounters * NEW: 9 additional robots (excluding NPCs) * NEW: 1 additional weapon * NEW: Quantum Generators produce an ambient sound * NEW: Various additional sound effects (total now at 702) * NEW: Allied Operator hacking bonus applies to robot hacking as well * NEW: Every Materials floor now includes a guaranteed cache of Storage Units * NEW: Attaching parts (from ground or inventory) while slots are full attempts to smartly auto-replace parts (see manual for priorities) * NEW: Shielding bonus from stasis traps now produces visual/sound effect akin to phase walls and remote shield generators * NEW: Matter-specific machines release matter as they are destroyed (Matter Pump, Pressure Siphon, Matter Filter) * NEW: Fabricators overloaded by brute force hacks have a wide EM spectrum when zapping robots, and can couple with power sources * NEW: Firing overloaded weapons temporarily distorts the HUD, with a greater effect for higher level weapons * NEW: Keyboard running stops for adjacent doors, corners, and corridors when moving cardinally * NEW: Score sheet includes breakdown of bonus point sources * NEW: All supporter names registered since Alpha 4 added to in-game list (see Credits menu) * NEW: All item-attribution names registered since Alpha 4 added to the item collection gallery * MOD: Vastly reduced time cost of large volleys (fire 5-10 weapons in less time than originally required by 3!) * MOD: Alert(Purge) effectiveness halved! * MOD: Lrg./Hcp. Storage Unit mass increased, making them less weight efficient as an alternative to increasing their size * MOD: Threat-priority targeting preference option's accuracy improved * MOD: Tweaked resistances of some props, including special/locked doors * MOD: Barriers (brighter walls) take half damage from all AOE effects * MOD: EM damage to regular walls and doors halved; doubled against phasewalls * MOD: AI no longer attacks disrupted or disabled robots * MOD: Beamcasters (used by Derelict Thugs) have a new sound effect, and alternate faster animation * MOD: Buffed Rocket Arrays and Scatter Rocket Arrays * MOD: Allies wandering around your position will step on nearby known traps less often, when possible * MOD: Non-combat robots no longer trigger responses from hidden doors * MOD: K-01 Serfs no longer clean disabled machines * MOD: Removed chance of standard doors with nothing on the other side once opened * MOD: Allied Operator hacking bonus applies to all machines, not just terminals * MOD: Allied Operator hacking bonus only given for those within 20 spaces (direct range, LOS not required) * MOD: Minimum volley duration set at 100 time units, regardless of individual or cumulative weapon delay modifiers * MOD: Storage Units immune to severing by slashing weapons * MOD: Engineers rebuild damaged Sentry/Behemoth cubbies rather than fill them in * MOD: Critical damage multiplier against armor reduced from x2.00 to x1.25 * MOD: Item selection for dropping due to inventory overflow is now random, rather than based on internal list order * MOD: Auto-ascend option will pass stairs without ascending if auto-pathing to another destination via mouse * MOD: Updated a couple manual and context help entries * MOD: Increased bonus points for a win * FIX: Stairs might rarely be found in narrow corridors [zxc] * FIX: Propulsion batch cycling via ';' was overloading propulsion where applicable rather than deactivating it [zxc] * FIX: Couldn't fly over inactive non-rewireable robots [zxc] * FIX: Inactive robot encounter in Storage (and a similar more rare encounter) broken in Alpha 4; robots were becoming unpowered [MJWkr] * FIX: Crash on attempting to mine beyond the edge of a map [MJWkr] * FIX: Rare crash on entering Mines with cursor over map in which path locations from previous map are no longer valid [SquigglyJ] * FIX: Rare crash when aiming at a target and unable to retrieve volley recoil data because a weapon was suddenly destroyed [karlnp, Enno] * FIX: Swapping out of extended log or calc windows while readout sfx in progress continued looping until same sound played elsewhere [Star Weaver, zxc] * FIX: Rare crash when system corruption triggers a trap against a robot which immediately evades the effects via thrusters * FIX: Potential crash on some ambush traps releasing melee robots * FIX: Allied Protector class robots were always appearing red in allies list, even when capable of carrying out their role * FIX: Out-of-sight projectiles within audible range were playing at slightly louder volume than intended * FIX: Automated output of squad enumeration hacks produced typos due to the Alpha 4 plurality improvements * FIX: Scroll buttons for gallery and supporter pages stopped working (broken by Alpha 2's support for left-click exiting of modal windows) ================================================================= Cogmind Alpha 4b (0.10.151109) * MOD: Stasis traps completely removed from Materials floors * FIX: Failed to apply rarity limits to special scenarios surrounding mid-game garrison access machines [zxc] * FIX: +10% to Cogmind's (not hostiles') accuracy while stationary was never applied [@macklemurr] ================================================================= Cogmind Alpha 4 (0.10.151103) * NEW: Garrison Access points, hackable entryways used by the central AI to dispatch squads * NEW: "Special Map" (outside regular Complex 0b10, but not a normal branch) * NEW: 8 Trojans, a new category of unlisted unauthorized hacks that offer delayed or persistent benefits * NEW: 3 brute force hacks, a new category of unlisted unauthorized hacks that permanently disable a machine for some greater benefit * NEW: "Index(Garrisons)" terminal hack * NEW: 4 new terminal records * NEW: Phase Walls, a new form of hidden door (only found in one map) * NEW: Lots more sound effects to go with new content * NEW: Electromagnetic weapons have a "spectrum," capable of coupling with power sources and causing them to explode * NEW: Part/inventory data visualization now includes heat mode (toggle via energy 'e' command/button) * NEW: Inspect machines in sight via their own info window (RMB/d, as with other objects) * NEW: Structural Scanners give extra info about machines via info window * NEW: Any Signal Interpreter can decipher garrison signals to report time until future response squads from that garrison * NEW: Score sheet records 52 more stats (total: 390) * NEW: Speed wins receive bonus to final score ([5000 - #turns] * 3) * NEW: Some non-machine props have unique messages when partially destroyed, rather than all indicating "X disabled" * NEW: Unique sound effects for destruction of heavy doors and storage shells * NEW: Robot states "DORMANT", "UNPOWERED" * NEW: Sensor scrambling mechanic * NEW: Dropping/swapping containers always retains surplus resources (energy/matter) however possible * NEW: Move over loaded containers to extract their resources automatically, either to main stores or applicable containers in inventory * NEW: Resources can be collected/extracted while stationary over a source * NEW: Flying robots under the effect of a Stasis Beam/Projector lose their 10% bonus to dodge * NEW: Overweight flying robots lose their 10% bonus to dodge (your HUD overweight indicator will appear red) * NEW: At death, robots affected by corruption have a chance for otherwise salvageable sensitive components to be fried ([corruption - base part integrity]% chance) * NEW: For Cogmind, only parts at less than 50% integrity susceptible to critical strikes (excludes armor, which always takes double damage) * NEW: Storage Units immune to Saboteur attacks and critical strike instant destruction effect * NEW: Part rejection due to corruption is animated in your parts list, with sound effect * NEW: Where removing a Storage Unit will auto-drop excess inventory items, confirmation is required (repeat the command) * NEW: Instantly release all attached parts to "go naked," a free action (Shift-Alt-q) * NEW: Keyboard players can direct-drop an attached item, bypassing even an empty inventory, by first pressing ',' * NEW: Cycle through all propulsion modes at the press of a key (;) * NEW: Toggle all weapons on/off with a single key (') * NEW: Press 'd' to open info for item at current location (even in mouse mode) * NEW: Both scan window and map labels display container contents, if any * NEW: Scan window automatically updates integrity indicator color for old robot/item scans * NEW: Robot Schematic()/Analysis() manual hacks can simply indicate robot class to auto-select best available (e.g. "Schematic(Swarmer)") * NEW: Manual hacking buffer contents stored in readable format (/user/buffer.txt), which you can ignore or edit as necessary * NEW: Options menu option descriptions also automatically shown in keyboard mode (on selection) * NEW: All supporter names registered since Alpha 3 added to in-game list (see Credits menu) * NEW: All item-attribution names registered since Alpha 3 added to the item collection gallery * MOD: Security levels rise faster, but assault force dispatch frequency reduced * MOD: Investigation and reinforcement squad response times significantly reduced * MOD: Ambush traps cap melee robot count, attempt to put them further from the trigger position where possible * MOD: Propulsion energy cost visualization in parts/inventory list shown based on cost per full turn, based on speed * MOD: Machines 50% less resistant to electromagnetic explosions * MOD: Blast/heavy doors +35% resistance to explosives * MOD: Rooms (not Storage Shells) in Storage now contain sets of parts akin to stockpiles, rather than numerous disparate parts * MOD: Engineers rebuilding walls/doors push blocking items out of the way rather than destroying them * MOD: Improved clarity of context help for robot damage resistances in info window * MOD: Reversed green/red coloring of damage resistance bars for robots * MOD: Behemoths equipped with Dynamic Insulation Systems * MOD: Tweaked damage against Programmers: TH = 125% (+25), EX = 75% (-25), EM = 25% (-25), (KI unchanged at 125%) * MOD: Robots killed via corruption (EM) or meltdowns now count towards score, and increase presence accordingly * MOD: Terminal damage from EM +50% * MOD: Terminal hacks inapplicable due to no valid targets now shown, but grayed out (includes Emergency Access, Purges, all Trap hacks) * MOD: "Index(Fabricators)" terminal hack 10% easier * MOD: Fabricators no longer produce faulty prototypes * MOD: Part rejection due to corruption blocks movement for 1000ms rather than 500ms * MOD: System corruption effect on machine/robot hacking chance reduced by 66% * MOD: Misfires due to corruption don't affect your weapons' active/inactive state (but does reset any OVERLOAD settings) * MOD: Storage Unit removal behavior consistent in all situations--detachment allowed regardless of kb/mouse mode and inventory size * MOD: Info window identifies permanently broken robots as "BROKEN" rather than the all-encompassing "DISABLED" * MOD: Improved robot meltdown mechanics, and hostiles will no longer meltdown on their own * MOD: Ctrl-[/] (or Ctrl-Wheel) scrolls inventory by page, rather than to beginning/end * MOD: Removed Undo Drop command (Shift-Alt-d) * FIX: Parts affected by hacking feedback and failed repairs/Scanalyzer analysis were only partially disabled [zxc, Draco18s] * FIX: "Inventory(Prototypes)" manual hack was being parsed as "Prototypes" [fernsauce] * FIX: Could get double item labels if opening manual labels before auto-label took effect [Adraius, bluemoo] * FIX: Main access points could rarely appear in narrow corridors, even hidden corridors [zxc] * FIX: Score sheet "Keyboard" value was inverted [zxc] * FIX: Allied Operator hacking bonus was giving +0 rather than +1 per Operator after the fourth * FIX: Dynamic Insulation System calculations were providing 20~33% greater benefit than intended * FIX: Typo in successful Scanalyze hack output when simultaneously identifying a prototype * FIX: Many hack results weren't reporting nouns in singular form if only one found * FIX: "Access(Main)" terminal hack was reporting current map name as destination * FIX: Item comparison window one line short when displaying Datajack vs. Remote Datajack * FIX: Derelict ambush trap encounter dialogue never triggered * FIX: Inactive Watchers were still able to jam sensors * FIX: Non-penetrating AOE projectiles that impacted a multi-cell door were using the door itself as the explosion origin (now outside) * FIX: Door open/close sound effects played in more instances than they should while robots passed through * FIX: Explosions out of sight but within audible range were playing their sound effects twice, simultaneously * FIX: Standing within range of two or more unique ambient sound sources while one is disabled could stop playing the wrong one * FIX: Closing the help/commands/game menu while in range of an ambient sound source didn't resume playing the sounds ================================================================= Cogmind Alpha 3c (0.10.150908) Tournament Edition * NEW: Warning message and sound effect feedback before stepping on a known hostile trap * NEW: 5 more metrics recorded on score sheet * NEW: Added mention of accuracy cap (95%) and lower bound (10%) to the manual * MOD: Robot meltdown frequency decreased significantly * MOD: Slightly weakened effect of blade/segregator traps * MOD: Blade/segregator traps ignore all storage/container parts * MOD: Med./Lrg./Hcp. Storage Unit mass increased * MOD: Programmer dispatch frequency varies less wildly * MOD: Improved descriptions for Signal Interpreters, Terrain Scan Processors, ECM Suites * FIX: Misdirection caused by system corruption failed to redirect (broken by Alpha 2) [Adraius] * FIX: Unidentified prototypes in your inventory at the end of a run were listed as an ID'ed prototype [Adraius] * FIX: Database data loss due to system corruption wasn't being applied, despite message to that effect [Adraius] * FIX: Player names and manual world seeds including spaces weren't fully read from config file * FIX: Armor Integrity Analyzers were only sometimes working as intended ================================================================= Cogmind Alpha 3b (0.10.150901b) * FIX: Crash on selecting options menu submenu item in keyboard mode [MJWkr] ================================================================= Cogmind Alpha 3 (0.10.150901) * NEW: Traps!!! (including many ways to detect and handle them as well as use them against enemies) * NEW: Auto-label system identifies discovered traps * NEW: Multiple trap-related terminal hacking commands * NEW: Maneuvering Thrusters give a chance to dodge triggered traps * NEW: Structural Scanners have a chance to detect traps within field of view * NEW: Allied Operators within 20 spaces of you identify hidden traps in your field of vision * NEW: Active melee Datajacks can be used to reprogram known traps (bump them, as with robot rewiring) * NEW: Hacking Suites and related (hacking strength) utilities provide a bonus to rewiring disrupted robots and reprogramming traps * NEW: Dynamic Insulation Systems can prevent the effects of shock/surge traps * NEW: Transmission Jammers block the signal sent out from alarm traps * NEW: Stasis Cancellers reduce or nullify the effect of stasis traps * NEW: Expanded manual with a new section about basic trap mechanics * NEW: Trap-related score records * NEW: "Special Map" (outside regular Complex 0b10, but not a normal branch) * NEW: 6 new robots (mostly confined to special new area for now) * NEW: 9 new weapons (mostly confined to special new area for now) * NEW: 2 new armor types * NEW: K-01 Serfs (Workers) in Factory dispose of disabled robots * NEW: Part rejection caused by system corruption blocks move commands for 500ms * NEW: Manual includes a section explaining "Advanced UI" display features * NEW: Press Left/Right keys to switch topics in manual * NEW: Enter/Up/Down keys all close context help window for stats * NEW: Double click/press same inventory sort button/key to reverse the sorting order * NEW: Options menu option descriptions also automatically shown in keyboard mode (on selection) * NEW: Save files have their own versioning system, meaning games-in-progress can be compatible with small/hotfix releases * NEW: Any Signal Interpreter can identify where adjacent exits lead * NEW: Overheating robots have a chance to be destroyed by critical meltdown each turn * NEW: Heat from volleys now averaged over each of the duration's turns rather than front-loaded * NEW: Some terminal hacks increase in difficulty with each previous success on same floor (notably Purge Threat) * NEW: Fabricators and Repair Stations play item drop sound effect when releasing items/containers * NEW: All supporter names registered since Alpha 2 added to in-game list (see Credits menu) * NEW: All item-attribution names registered since Alpha 2 added to the item collection gallery * MOD: "Enemies/Allies" buttons renamed to "Hostile/Friendly", now also label known traps * MOD: Direct "Local Emergency Access" terminal hack doesn't show unless there are applicable doors within range * MOD: Direct "Purge Threat" terminal hack doesn't show unless there are threat records to purge * MOD: Attempts to escape from a Stasis Beam take one full turn rather than basing on propulsion speed * MOD: Attempts to escape from a Stasis Beam no longer incur resource costs * MOD: Slightly reduced patrol sizes in upper half of main complex * MOD: Reduced ally effect on security level by halving threat modifier * MOD: Item labels for prototypes append rather than prepend rating asterisk, to match parts list info mode format * MOD: Cannot swap places with disabled/inactive allies * MOD: Manually seeded games always skip the tutorial map even if you haven't played it three times * MOD: Map object labels on cursor hover blocked when status window open (same behavior as item info window) * MOD: Map object labels on cursor hover no longer shown during attack animations * MOD: Entering targeting mode clears all visible map labels * MOD: Moving clears all manual map labels * MOD: Part rejection caused by system corruption no longer possible unless standing on an open space, and never rejects storage utilities * MOD: Reduced rate of map data loss due to system corruption * MOD: A portion of individual randomly placed items more likely to be of higher rating * MOD: Lowered by 33% the threshold beyond which less agressive AI-controlled robots (e.g. Grunts, Sentries) stop firing due to overheating * MOD: Allied system corruptions split from general robot corruptions in score list * MOD: All non-light power source integrity +50% * MOD: All tread integrity +100% * MOD: All leg integrity +50% * MOD: All machine explosion damage +50% * MOD: Replaced H-55 Commando's Hpw. Shotgun with Gauss Rifle * MOD: Total heat shown in volley window reflects new heat distribution mechanic, displaying per-turn value rather than total * MOD: AI patrols move in tighter groups * MOD: Optimized AI to reduce realtime turn length * FIX: Crash on pressing a letter corresponding to a previous hack during the machine hacking UI close animation [framweard] * FIX: Maneuvering Thrusters and Reaction Control Systems always dropped chance to be hit to 10% [Mando] * FIX: Pressing 'f' in mouse mode entered fire mode but would disregard auto-target settings if you'd clicked on any target to fire before [Happylisk] * FIX: Crash on entering targeting mode while in mouse mode and last target had moved outside viewable map but remained within view of an allied drone * FIX: Crash on pressing F4 to toggle the log before new/saved game finished loading * FIX: Manual world seed wasn't properly applied when starting a fresh game (suicide-restart no longer required) * FIX: Stasis Beam escape difficulty wasn't properly based on robot size as intended * FIX: Enemy move time miscalculation (slow enemies will be much easier to lose now, fast ones much more difficult) * FIX: Log message on knockback referenced "Cogmind" (inconsistent with other messages) * FIX: Pressing a map object label key (1~4) while in mouse mode and cursor hovering over a labeled object blinked label rather than reloading all * FIX: Game over screen would indicate a successful score upload even if the connection failed * FIX: Score sheet kill streak records were inaccurate, and far beyond their actual number * FIX: Score sheet "Sessions" count was counting each autosave as a new session ================================================================= Cogmind Alpha 2c (0.10.150726) * FIX: Crash on ramming and destroying a robot before the collision warning indicator blink duration ended [Happylisk] * FIX: Crash on running without an enabled audio device (now no such device required) [jimmijamjams] * FIX: Manual map object labels left open before transitioning to a new floor would remain, pointing to nothing ================================================================= Cogmind Alpha 2b (0.10.150720b) * FIX: Item stat comparisons improperly aligned when involving one or more ground items [E.I.G.] ================================================================= Cogmind Alpha 2 (0.10.150720) * NEW: Added 34 new fonts from 4 typefaces: Terminus, X11, Proggy, Dina * NEW: All registered supporter names added to new in-game list (see Credits menu) * NEW: All registered item-attribution names added to the item collection gallery * NEW: Option to display item attributions directly below item info for every item (cogmind.cfg only: see labelSupporterItems) * NEW: Gallery access button now also appears on top bar of game menu when sufficient room (widescreen resolutions) * NEW: Buffered manual hacking commands saved between runs, even after program restart * NEW: Consecutively opening item info windows automatically shows relative stat changes from the previous item * NEW: Collision warning and request for movement confirmation prevents accidental unarmed ramming of robots * NEW: Ramming robots collects a small random amount of matter from the debris for each collision * NEW: Right-clicking on a map object opens its info window even while status or other another info window already open * NEW: Left-clicking anywhere outside modal windows closes them * NEW: Select parts listed under robot loadout to examine details (also works with ally inventories and even robot schematics) * NEW: "Floor Gamma" option increases brightness of open floor and debris in tileset mode * NEW: Keyboard examine mode capable of displaying labels for objects outside FOV * NEW: If not in keyboard mode, "Auto-label on Examine" option now determines whether to display object label while cursor hovering * NEW: Allied Operators within 20 spaces of you report changes in floor-wide security level * NEW: Active treads reduce recoil for all weapons by 10 * NEW: Active treads immune to knockback from impact damage * NEW: Repair Stations can directly scan and accept even currently attached parts * NEW: Score sheet explicitly records whether a world seed manually set or randomly generated * NEW: Score sheet filename appends a "_w" to denote a win * NEW: Part rejection caused by system corruption stops in-progress run/path * NEW: Sound played on taking screenshot * NEW: Robot armament list shows individual coverage percentages when examined with proper scanner (as with other components) * NEW: Tactical HUD mode option for advanced players is more meaningful (off by default unless migrating from a previous configuration) * NEW: HUD displays predicted energy and heat change per turn if stationary, and per move if mobile (tactical HUD mode only) * NEW: Item ratings shown directly in on-map item labels (tactical HUD mode only) * NEW: Option to disable ESC access to game menu (cogmind.cfg only: see disableEscMenuAccess) * NEW: Press ESC/Spacebar to cancel a run/path in progress * NEW: Advanced commands list explicitly indicates how to cancel a run/path in progress * MOD: Respecced all shotguns to dual projectiles, shorter ranges; some have lower accuracy and other tweaks * MOD: Security level is reduced as you lose allies, and when Complex 0b10 AI believes you are being adequately dealt with and pose less of a threat * MOD: Higher "value destroyed" score awarded for machine destruction and sabotage, comparative to effect on security level * MOD: Manually called map object labels stay visible for a much longer period, or until toggled off * MOD: LOAD setting can be used to fill matter/energy containers detached directly to the ground * MOD: Item/robot schematic lists accessed from status window open info via RMB and close via LMB (anywhere) * MOD: Context help windows close automatically on moving the cursor a certain distance * MOD: Expanded context help text for item "durability" stat * MOD: Clarified context help text for energy/heat movement costs in status window * MOD: Optimized font loading speed on startup * MOD: Map object quick labels blocked while item/status windows open * MOD: Ramming robots increases the potential for salvage * MOD: Pressing ESC while extended log is open shrinks it instead of immediately opening help/game menu * MOD: Pressing ESC prioritizes removing any map labels over opening help/game menu * MOD: Motion trail fade duration capped at 2000ms * MOD: Pressing lower/upper-case letters and LMB/RMB on a schematics list all have the same result--display object info * MOD: Data Core expiry raised from 30 to 40 turns * MOD: Increased score reward for prototype identification, from 5 to 20 * FIX: Re-pressing 'r' now stops a run in progress [Sylverone] * FIX: Quitting from gameover screen after loss was autosaving a dead Cogmind [zill, Gaspard] * FIX: Katana and Scythe shared the same stats (now differentiated by making the latter more unique) [Gaspard] * FIX: Opening help/game menu while unfinished log text still typing continued looping the sound until exit to game [Ghost73] * FIX: Quick labels shown for robots standing on an item could overlap * FIX: Closing OS window during ongoing dialogue was autosaving and could invalidate dialogue results * FIX: Closing info, list, and dialogue windows while close animation still playing would restart the animation * FIX: Sprite for multi-cell robots displayed properly in schematics info window * FIX: Fullscreen setting changed through Alt-Enter wasn't saving to config file * FIX: Typing a grave character at the end of a text entry crashed the font renderer * FIX: Typo in basic help text for parts list: "Essental" ================================================================= Cogmind Alpha 1b (0.10.150610) * NEW: Exit labels now explicitly indicate which lead to currently unavailable branches, even when unidentified * NEW: Currently inaccessible exits are now shown in red, and also differentiated in scan window * NEW: Discovered exits now report the map name in the log as well, if known * NEW: Interactive machines have color effects to indicate locked/processing/tracing status * NEW: Machine trace resets are reported to log * NEW: Active Structural Scanners detect machines destabilized by collateral damage and color them differently * NEW: Allied Operators within 20 spaces of you identify hidden doors in your field of vision * NEW: Ally transfer range highlighted on map when followed by allies and at or adjacent to an exit * NEW: Entering fire mode via mouse quickly highlights the previously attacked target as a reminder * NEW: Robot motion trails which can be toggled and tweaked in the options (off by default) * NEW: While motion trails are active, hostiles spotting Cogmind indicated by flashing exclamation points rather than background colors * NEW: Path to cursor set to persistent highlighting when not in keyboard mode (can toggle in options) * NEW: If not in keyboard mode, cursor-based movement direction is highlighted while hostiles in sight * NEW: Added 2 new fonts at size 20 (equivalent to doubling the size 10 cased and all caps styles) * NEW: Added 8 new fonts to enable larger images on resolutions above 1440p * NEW: Manually set world seeds are reported in the log on starting a new game * NEW: Escape key now accesses help/game menu when no other windows are active * NEW: Adjacent space highlighted red for mouse users if moving in that direction will ram a robot (i.e. not flying and no melee weapon) * NEW: Score sheet now records whether using keyboard mode * NEW: Winning the game awards an additional 2000 bonus points to score * NEW: Schematic info windows now indicate number of robots/items simultaneously produced, and required Fabricator level * NEW: Successful indirect "database" hacks (queries/schematics/analysis/prototypes) may cause map-wide lockout of database access (hack evasion) * NEW: Permanently locked machines are not added to intel data * NEW: Option to use ASCII item type-based coloring style for sprites (cogmind.cfg only: see ratingBasedItemSpriteColors) * NEW: Option to disable mouse wheel scrolling to wait (cogmind.cfg only: see noMouseWheelWait) * NEW: Added several more tutorial messages * MOD: Swapping is default behavior for drag-and-drop from inventory to parts list (no shift keypress required) * MOD: "Auto-label on Examine" config setting defaults to true * MOD: Robot hacking PARSE command results now display "N/A" for modules if none found * MOD: Increased size of help/options button in bottom right corner of main UI * MOD: Darkened path higlighting color (hold Ctrl-Alt to temporarily brighten it) * MOD: Path visualization no longer shows while in a targeting mode * MOD: Path-to-cursor highlighting not displayed when hostiles in sight and movements are in single-space increments * MOD: Updated some utility effect descriptions to indicate whether they work in parallel, and can be paused/resumed * MOD: Reduced rate of map data loss due to system corruption * MOD: Reduced Repair Station part repair times by 25 turns * MOD: Fabricators simultaneously produce more than one part at a time for certain schematics * MOD: Data Core expiry raised from 20 to 30 turns * MOD: Indirect robot analysis hacks limited by rating; must be <= current floor level, +1 per Terminal tier above the basic type * MOD: Indirect item/robot schematic hacks limited by normal distribution rules * MOD: Increased Fabricator level requirements for some robots * MOD: Stepping on branch access points with Auto-Ascend active will enter them automatically (like stairs) * MOD: Core-based hover movement benefits from Maneuvering Thrusters in the same way external hover propulsion does * MOD: Being dug out of a Mine cave-in is now guaranteed * MOD: Changed Recycling Unit manual hack commands from Report(Matter)/Retrieve(Matter) to Matter(Report)/Matter(Retrieve) * FIX: Crash on opening context help while item window closing [Draxis] * FIX: Crash on dying to a grenade fired from around a corner under certain circumstances [db48x] * FIX: Crash on pressing a non-ESC key in robot hacking PARSE window [dragagon, PoorFredNoonan, Deliz Seemack] * FIX: Crash on manual Build/Repair/Scanalyze hack command with no target set [biomatter] * FIX: Crash on RMB on item selection menu at Scanalyzers (RMB for info works now) [Darkening Kaos, strings, Vherid] * FIX: Delete Save & Quit wasn't deleting save data [Danny Perski, zill] * FIX: Map cursor position restored when exiting item/robot info into examine mode after using context help in keyboard mode [Deliz Seemack] * FIX: World seeding did not result in the same world [nsg21, Binary Gambit] * FIX: World seed description in the options menu shortened to fit available space [Sylverone] * FIX: Machines could be placed over stairs in rooms [boomblip] * FIX: Operators could summon reinforcements from damaged Terminals [biomatter] * FIX: FOV wasn't recalculated on ramming a target [Karlito, AGlassOfMilk] * FIX: Map view wasn't recentered on player after ramming/impact displacement [ironpotato] * FIX: Ramming a robot off the stairs with Auto-Ascend enabled on will ascend the stairs immediately [Draxis] * FIX: Hit chance shown on for scan and map popups is capped to match actual value [infectedm, biomatter] * FIX: Cogmind was not DPI aware, and Win8 scaled the UI greater than the desktop on high-DPI monitors unless manually disabled [db48x, daviwil] * FIX: "Slowest Speed" in score sheet always reported 0 [nsg21] * FIX: Initial startup from default config in sub-720p resolution wasn't forcing ASCII mode [Tuxedo-Knight] * FIX: Alt-tabbing out of game in fullscreen keyboard mode was locking the cursor to the top-left of the screen [Maurog] * FIX: Windows IME hotkey was interfering with swapping a part in inventory slot 0 while in keyboard mode [fonetikli] * FIX: Screenshake was leaving artifacts around the window edges in letterboxed fullscreen mode [Maurog, bjartr] * FIX: Remote Datajack schematic info didn't fit in the schematic examination window [Arseface] * FIX: Schematic info for prototype parts could show as faulty * FIX: Reconnecting to the same machine with a system analysis utility for a second session would not reward any familiarity bonus [E.I.G.] * FIX: Month value in score sheet filename was off by 1 * FIX: Score sheet for a win now shows location as "Surface" rather than "-1/Access" * FIX: Item name typo: "Mni. Assault Cannnon" [infectedm] * FIX: While inventory auto-sorting active, window was scrolling to end when opening item info rather than beginning [Deliz Seemack] * FIX: Part list order was not always maintained between map transitions and when continuing a previous game [biomatter] * FIX: Temporarily inactive allied Operators could still provide hacking bonuses * FIX: Escorted tunnelers sent to clear Mine cave-ins had overwritten their assigned AI and never excavated ================================================================= Cogmind Alpha 1 (0.10.150517) * ALPHA LAUNCH - FIRST PUBLIC VERSION