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Messages - Kyzrati

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Announcements / Re: Voting Now: IndieDB Game of the Year 2017
« on: December 10, 2017, 07:53:20 PM »
Cogmind has made it through round 1 and is now confirmed in the Top 100 of 2017, thanks for all the votes! Round 2 voting has started now :D

Stories / Re: Funny conversation with the Derelicts
« on: December 09, 2017, 03:28:01 AM »
Over in chat Mojopoop shared this amusing mix between two separate encounters :)

Ooh thanks for the submission! We don't really get to see much info shared in the way of easier modes, so it's nice to see how a run plays out like this.

Announcements / SITREP Saturday #5: Clean Slate
« on: December 08, 2017, 05:54:37 PM »

Feels great to be back, and the rest has done well for my post-concussion issues. Me and my brain have been humming along at full blast all week since returning, and here's what we've been up to :D

As much as I want to get working on major new features right away, my priority is always to address bugs ASAP. Since a number of rare issues were discovered following the new activity on Steam, I had to spend a few days squashing all those.

I'm happy to report I've now moved on to the next phase of pre-major stuff: The near-term feature list. A lot of little feature requests and tweak ideas have piled up, and since many of these are both easy to do and already confirmed in my plans, I'd prefer to get most of them out of the way before moving on so we can start the next big things with a clean state. (Plus medium-priority tweaks and whatnot have a way of piling up quickly when untended across multiple versions, and I don't want that to turn into an endless list!)

Robot Info

I've made a few updates to the robot info window, starting with a list of immunities below any resistances they might have (including context help describing each).

The vast majority of robots have no immunities, but without a few immunities it'd be way too easy to cheese to death major NPCs and some-late game robots by taking advantage of basic combat mechanics :P

For example the most common immunity is against critical strikes, because kinetic crit stacks are a super effective way to plow through enemies. Really this immunity just more or less puts major bots on par with you, since you're not that susceptible to crits either! (Not that this immunity is new--immunities have been around since the beginning, but since they only come into play late in the game most of the experienced players have figured this out. But it needs to be made more apparent so I've been wanting to explicitly show immunities for a while...)

Some robots also have previously hidden "traits" which are essentially passive effects. These are not usually all that important to the game and were originally meant to be something to discover--the lore usually mentions them in one way or another. But their details are now fully revealed and explained in a new dedicated window.

In order to make room for all this stuff, I had to put robot Analysis text in a separate window, too, but that's not really needed all that often, so this was a good change, freeing up valuable space to fit more important info! (also technically a few late-game analyses were so long they didn't fit into the robot's window, so this was going to happen eventually anyway)

(the recording shows an immunities button from an earlier test build--they don't have their own button anymore)

Although there's context help explaining the meaning of resistance values in Cogmind, which uses an old X-Com method of "damage modifiers," to help new players more quickly grasp the data I'm changing all resistance displays to use the more modern and common system of positive values representing resistances and negative values implying a weakness.

So this applies not only to robots, but all objects with a list of resistances:

Coincidentally I wrote a bit about information transparency yesterday over on r/roguelikedev, where you can also read about how it's approached in some other projects.


We have a new corruption effect, which is dangerous but more rare than any of the others.

Not only is it rarer, but I'm also adding corruption thresholds for many effects--so no more misfires at 1%--and this new one has the highest threshold.

For extra fun, corrupted bots also now misfire or outright target random bots.

(this sample image is not indicative of the intended frequency--I recorded during testing with a 100% chance :P)

This essentially gives yet another boost to EM side effects, but on the flip side Programmers are now capable of resetting some allied bot systems to fully purge their corruption.


As requested, pure keyboard players will now have access to comparisons between two or more items on the map.

I seem to have spotted a bug in the new Programmer corruption purge system that caused it to instead attempt to hack a friend, but I couldn't repeat it so that might still be in there. I'm thinking it was probably the Programmer itself being corrupted and deciding to attack instead of help an ally (under that new mechanic...), which would be fine :P. In any case, it was fun to try to repeat the bug--spawning a horde of allies and repeatedly zapping them all :D

I fixed a bug with the color-coding in the repair/scan item list when scrolling through more than 26 applicable items--the colors are still pretty with a huge and messy inventory, though :)

Player Raine357 has scraped all 30k+ Beta 3 scoresheets into a database to run queries on them, like this one showing average player damage type distribution throughout the game, demonstrating how all the types become equally viable by the end (EM has additional effects and does only about half damage compared to other weapons).


By the time I got back, my previous stream linked from the last SITREP was no longer saved on Twitch, so the first thing I did was stream the weekly seed.

It was a three-hour winning combat run, pretty straight to the end except for a fair bit of craziness as I approached the end and got sidetracked into a bit of trouble before making a typically epic Cogmind comeback <3

There's a summary here.

I've also (finally) decided to go ahead and upload my streams to YouTube so they don't disappear like that in case some of you want to check them out later!

A Question

So I was approached by Valve recently letting me know they'd like to feature Cogmind later this month on the front page for an extended period.

This is great news, but they also said that to be featured I'd have to do a 25% discount. Technically Cogmind has been available at its current price for eight months now, so even though it's only been on Steam for two of those months, maybe it's about time to allow players to join us at the fairly decent price of $15? That said, technically I also not long ago promised to not do any discounts greater than 10% during EA (at the time not having any idea that Cogmind would be graced with such attention from Valve :P).

So I've already initially refused their offer on the grounds of that promise from a couple weeks back (yes, a lot of people are calling me crazy xD), but am a bit conflicted because it might be the best choice for Cogmind at this point, since an opportunity like this probably won't be available again.

Any opinions?

Update When?

Progress overall has been good for a week back at the helm so far, though I'm not yet sure how much I want to stuff into the next release. I think it'll be Beta 4 instead of 3.2, but calling it that implies packing in even more features :P

At least according to my old system... I'm still trying to figure out a reasonable way to adjust my dev cycle and other factors to emphasize more frequent updates rather than packing too much into each, but I've always rather liked meaty changelogs.

Anyway, there won't be a public update next week, but depending on progress over the next 4-5 days I might put something out the week after that. More in next week's SITREP :D

Reminder: There's still a couple days left in the first round to vote for Cogmind on IndieDB!

It could be scaled up but I think that would end up overemphasizing the meta of corruption mitigation, which would also disproportionately affect combat over flight. As is it's something that sometimes throws little wrenches into plans and forces players to react, but isn't usually outright deadly.

In any case, the next release does make some changes to corruption, including a minimum threshold for a number of effects (most notably misfires).

General Discussion / Re: New player, questions about meta stuff
« on: December 07, 2017, 06:57:35 AM »
Yes, that's what I was saying you can already do that right now. The only thing missing was map-to-map comparisons.

General Discussion / Re: New player, questions about meta stuff
« on: December 07, 2017, 06:50:57 AM »
You could always do that with both inventory and attached items. The difference was that it couldn't be done between two map items.

General Discussion / Re: New player, questions about meta stuff
« on: December 07, 2017, 02:53:04 AM »
Keyboard mode map-item to map-item comparisons coming next release:

Confirmed Bugs / Re: Spawned too close to enemies on main floor
« on: December 06, 2017, 04:19:28 AM »
Yeah, that's why I let it go, since this can only happen where Behemoths roam, anyway, meaning later in the game. And even when it does happen they'll still generally be out of sight... Though part of why I looked into it before was that I was surprised by one when heading into Research, and it really threw off my run--I had no sensor array xD

Competitions / Re: Weekly Seed #104 [Beta 3.1] [Seed: MagneticGhostWarhead]
« on: December 05, 2017, 10:05:06 PM »
-9?! Well, Storage can be a dangerous place, and too bad you didn't have the password. I thought you might've learned that one by now... (there are a couple ways to get it)

Confirmed Bugs / Re: Spawned too close to enemies on main floor
« on: December 05, 2017, 10:00:15 PM »
Yeah it's still possible for Behemoths to be somewhat nearby during spawning, though usually not super close, and it's not that common. I've encountered it before and went to look into stopping it, but it was problematic so I'm specifically allowing that one possibility.

And those Grunts don't count because they are blocked by walls. The algorithm does not use direct distance--it's based on move distance.

Failing to fire at the wrong time can definitely be a bad one, and that happens quite a lot at high corruption!

Although corruption is meant to be another kind of clock, I don't think I'd want to escalate the effects to a true serious problem at the higher amounts as Valguris suggests. It would maybe put a bit too much emphasis on avoiding and clearing corruption? (If that were desirable, an alternative simpler approach would be to increase the amount of corruption you take from various sources like EM damage, so that the 100% corruption threshold would be that much more scary. Right now it rarely kills anyone.)

Ideas / Re: Steam Achievement Ideas
« on: December 05, 2017, 05:42:46 PM »
Haha, nice necro. I was expecting this thread to come back eventually :)

And then steam would show "That was an Accident I Swear" in the corner... :D
Regarding this, note that I don't really know how Steam or achievements work but I'm pretty sure that'd require the Steam Overlay, which is not compatible with Cogmind. Of course, I plan to implement achievements that work even without Steam, just saying I imagine there wouldn't be a popup on Steam's end and I'll have to do it my own way in game.

In any case, will be investigating all this before too long.

Bugs / Re: Missing flashing '?' for some NPC at Zion
« on: December 05, 2017, 05:37:34 PM »
Yeah as discussed there are a lot of different reasons you might want to talk to an NPC, and the underlying reasons (being of a different nature) are all handled through different systems, some of which the '?' system is currently unable to detect. So with a complete list I could go in and see if there is some way to rectify it (there might not be without a whole bunch of special code, I'm not sure yet).

Thanks for the list, let me know if there are more.

Fixed Bugs & Non-Bugs / Re: Odd open room
« on: December 05, 2017, 05:35:14 PM »
This is fine, the map generators might remove walls in some cases as part of later stages. (Though technically the situation in the first image is produced using other methods, not wall removal.)

Confirmed Bugs / Re: [Beta 3.1] 25 network hubs destroyed.
« on: December 05, 2017, 12:24:34 AM »
Yep, was able to reliably repeat this, thanks for the detailed info!

For the next release I decided to go with depth-based value, which will result in lower value for most of the complex than what it is currently, even zero value at the lowest two depths.

Confirmed Bugs / Re: Spawned too close to enemies on main floor
« on: December 04, 2017, 06:08:09 PM »
Ah, on closer inspection actually it looks like this is something else, and technically even a hostile could've spawned to that location, so it's something to fix. The spawn-blocking algorithm runs before prefabs are inserted, and although prefabs themselves (e.g. that storage cache) block random spawns as well, the wall that was removed to give access to it was not part of the prefab itself, nor was it accessed by the spawn-blocking algorithm since it was originally a wall anyway. Looks like I'll have to have the spawn-blocking algorithm block adjacent walls as well, just in case some rare case like this occurs. Thanks :)

Announcements / Voting Now: IndieDB Game of the Year 2017
« on: December 04, 2017, 04:21:53 PM »
It's that time of the year again...

IndieDB has begun voting for Indie of the Year 2017, so head on over to the Cogmind page and give it a click.

The voting happens in two phases, first (now) just to determine the Top 100 group, then those 100 compete for one of the Top 10 spots. While I don't think Cogmind has the numbers to break into the latter crowd (it's a popularity contest, after all, and Cogmind's audience is pretty niche!), I'm pretty sure we can make the Top 100 again. Cogmind has been in the Top 100 for several years now thanks to fans helping vote it past the first round. Thank you!

Registration isn't required.

I won't be posting a dedicated reminder about the next phase, but will mention it in the news assuming Cogmind makes it past round one.

(Also if you haven't done so yet, for those of you with Cogmind on Steam, leaving a review is really helpful!)

(Also, on IndieDB go vote for your other favorite roguelikes that have an IndieDB page--lots do!)

I'm back from my trip and have started work on the next Beta. More news on that come Saturday! Yesterday I streamed the weekly seed and won--that was pretty fun (details and video links), and the rest of the week will be devoted to preparing the next release.

K, might want to tweak the "data loss" corruption message to "component data loss" or something like that so players understand that data loss only effects item knowledge. 

That text was written back in 2012 for the 7DRL when there were multiple types of data loss and they all just used the same message to keep the true effect cryptic, so it's about time to change that.

I'm now guessing that entrance logs act like a signal interpreter - they don't show you a staircase, but if you find it you know where it goes, just as if you had used a signal interpreter on it.   Can you confirm K? 
While yes there are both entrance and exit logs (two different things) and it's possible to confuse the two, exit logs technically do give the location before even seeing one.

That said, notice that there are also limits to the number of entrances/exits you get! For example you might learn of one exit to Research, but there are actually three on the current floor. So you can still come across exits you didn't know about that lead to the same place. (These numbers are shown in the log both when you gain the data and when it's applied to your current map knowledge, even if these two events occur in different locations as they often do.)

I want to feel my 40% corruption actually be a problem rather than an annoyance. :P
Everyone mob this guy :P

Support / Re: Cogmind adds US layout to Windows
« on: December 04, 2017, 03:55:00 PM »
Hi pepper! Glad you're enjoying Cogmind, and that's.... a very weird issue :P

I actually have no control over adding keyboard layouts--that's a Windows thing and seems to be happening to other people on Win 10 as well. (I'm assuming you're on Win 10, because I've never had any issues with layouts on Windows before but now I too have had trouble with it automatically messing with my layouts, since I have a lot of them, but the US layout happens to be one I use as well.)

So this is something you'll have to address on the OS side. For example see this post on the Microsoft forums.

(Maybe it's detecting that Cogmind's underlying engine uses the US layout and decides to add it to the OS? (even though I don't think that's really necessary) No idea, but this is the first I've heard of this.)

Let me know how it works out for you!

Confirmed Bugs / Re: Spawned too close to enemies on main floor
« on: December 04, 2017, 05:13:53 AM »
Correct, they're not, and in general follow that rule, though in this case it's technically not a direct spawn. The primary spawn there is a Hauler, which may or may not be escorted, and the Grunt there happens to be its escort. I could outright block transporter squads in the entry area, though that will result in fewer tactical options :)

Competitions / Re: Weekly Seed #104 [Beta 3.1] [Seed: MagneticGhostWarhead]
« on: December 03, 2017, 08:45:57 PM »
Aw yeah this seed is awesome. I won this run, despite assuming by the end that I was done for due to... some terrible turns of events. And it was a relatively fast run, too (for me)--a combat run at only three hours. (I streamed the entire thing, and with this have also started archiving my streams to my YouTube account so they actually stick around. A lot of my epic runs have been lost to time :P)

I started on legs, then moved to treads, then to hover, then eventually back to treads. My mid-game treads were crappy and ailing, so I couldn't resist this great stockpile of Com. Airjets which carried me for a while. Energy was tight, but it worked out.

I really played much of the game as a stealth-combat hybrid, though didn't shy away from any fights that had already started.

I ended up doing a straight shot towards the surface, taking only one branch towards the end of the run, so I knew I was heading into tough times since I didn't have any help, but things worked out okay in the end.

Spoiler: Late-game stuff (click to show/hide)

The last floor was pretty lucky--I found a Cycler (two, actually!) and took it out not long before turning some corners and finding the exit nearby. I was kinda surprised it was so close, and didn't quite recognize it at first because the door was gone :P

Spoiler: Score: 31,720 (click to show/hide)

Hehe, oh I'll dream along with you :P

I mean if anything extra portability means access to more players/markets, which means more revenue for future development without having to rebuild from scratch. But in this case the ports mean a redesign anyway! At the same time, I'm happy with the unique game that Cogmind's become precisely because it didn't try to be a game that could also suit other environments, instead taking full advantage of its own.

Competitions / Re: Weekly Seed #104 [Beta 3.1] [Seed: MagneticGhostWarhead]
« on: December 03, 2017, 02:42:24 PM »
@WingedOwl: Remember to post your scoresheet (e.g. via spoiler tag) for the run. Beasts in the caves are usually best avoided, since they are really nasty and won't leave you with much there :P. (Even after they've spotted you, and as a slow bot, it's possible to get away--I do it all the time just because it's more dangerous to confront them there.) Reaching Zion for the first time is always neat, and each time you'll find slightly different stuff :)

@ventricule: Wow, nice run! Armory is kinda like a big garrison, but I imagine you kinda knew what to expect before entering--angry bots xD

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