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Grid Sage Games => Announcements => Topic started by: Kyzrati on November 02, 2015, 07:22:18 PM

Title: Released: Alpha 4 - "On the Offensive"
Post by: Kyzrati on November 02, 2015, 07:22:18 PM
Alpha 4 is now the latest and greatest Cogmind! We have an entirely new type of map accessible from many locations in the world, and, unexpectedly, a lot of new mechanics!

A portion of the new mechanics and content are actually secrets, some of which cannot yet be easily discovered (but will be easier in the future via relevant lore/story/NPC interaction). I will be publishing a series of dev blog (http://www.gridsagegames.com/blog/) posts throughout November detailing (read: completely spoiling) these mechanics and content, which you can read if you don't mind spoilers. There are also hints to some of them in images I've shown around lately. And I may occasionally drop some answers here on the forums, our subreddit (http://www.reddit.com/r/Cogmind/), or Twitter (https://twitter.com/GridSageGames) if the opportunity strikes :D

Regardless, even if you don't immediately discover a lot of what's new (except of course all the nice usability features explicitly listed in the changelog =p), to an extent the world will likely "feel different" now. In terms of gameplay, overall you'll find the enemy is a good bit more responsive to your actions since they can often reinforce/investigate from closer by, especially once you reach the Factory. This doesn't necessarily imply a greater absolute difficulty, just slightly more transparent strategic and tactical decisions. I playtested several times yesterday and had a blast, especially when it came to factoring in some of the new mechanics (EM spectrums are quite interesting...).

On the usability/user data side, note that your existing manual hacking buffer will be converted to a new format, and external text file. You'll see this file appear after your first game, containing any manual hacking commands you've used before. Feel free to update it yourself in a text editor as necessary (most recent commands at the bottom).

For a visual summary of a few of the new features, see here (http://www.gridsagegames.com/forums/index.php?topic=309.0).

(As usual, if you haven't already, remember to use the form linked in your original download email to provide the name you want to use in game. Attribution/names are added with each major release.)

The full Alpha 4 (0.10.151103) changelog:

* 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