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Messages - Kyzrati

Pages: 1 ... 97 98 [99] 100 101 ... 173
2451
Fixed Bugs & Non-Bugs / Re: Rebooting robot requesting backup.
« on: October 08, 2016, 01:44:17 AM »
Hm, good point. That doesn't normally happen because reinforcements come via standard channels which are behind rebooting checks, but that's a special dialogue event which happens in the caves, and apparently those are triggered before even checking a robot's status. I'll have to see about shuffling the checks around...

So you've found the one place this can occur. Good job :)

2452
Everything REXPaint / Re: Show off your REXPAINT creations
« on: October 07, 2016, 06:58:30 PM »
Love these, definitely going in the gallery :D. Thanks for sharing!

Solitaire--important for any OS :P

2453
Announcements / Upcoming Features (Alpha 11)
« on: October 07, 2016, 09:20:21 AM »
Next week is big. Because Alpha 11 is big. Biggest Cogmind update ever ;D
[Update: Alpha 11 released! Full release notes and changelog here.]

There's tons of new content that I won't spoil here (Research is complete!), and lots more news to come with the full release notes, but as usual here's a collection of images to share what's on the way:


Assisted item swapping for both mouse and pure keyboard players (kb ex. 1, kb ex. 2).


Dozens of new items, including Disposable Heat Sinks and Coolant Injectors to allow for more options when dealing with heat spikes. Should allow for some specialist thermal cannon melty builds :)


A summary of all your (future) runs will also be recorded to a single file for reference.


Firing a thermal cannon with a charge animation also drains the HUD brightness, piecemeal, for the duration of the charge.


Other new categories of items enable reduction of attack time, including Actuators (melee), Capacitors (energy weapons), and Weapon Cyclers (any projectile weapon).


Identify prototypes by simply inserting them into a Scanalyzer.


Sight range utilities (and Signal Interpreter exit destination detection) no longer require you to move to take effect once activated.


A new formula for fast win bonuses means higher rewards for the super speedy, and even some points for combat-length runs.


Discovering exits now always shows the autolabel regardless of the method used, e.g. hacking, scanners, and drones.


Taking damage from an electromagnetic source now has an associated animation in the form of ASCII characters that trace along HUD window borders.


Cogmind automatically makes optional local backups of your /user/ data "just in case" something goes wrong.


Items on the ground now show state information right in their info window as well.



There are several significant balance changes as well, to be detailed in the full release notes.

2454
Fixed Bugs & Non-Bugs / Re: Advanced Component Analysis Suite too strong?
« on: October 07, 2016, 04:38:06 AM »
I already redid all component analysis utilities for Alpha 11. Just today, in fact :P. Their behavior is changing, as are their values. Those are old values based on an earlier understanding of the game world (7DRL iteration), and were going to change anyway. There are a few other of the lesser-used utilities which will be changing as well, but not all in the short term.

2455
Fixed Bugs & Non-Bugs / Re: Typo in (imp.) stasis canceller description.
« on: October 07, 2016, 04:34:04 AM »
Got it, fixed!

2456
Fixed Bugs & Non-Bugs / Re: Guided launcher pathing issue. (Spoilers?)
« on: October 07, 2016, 03:46:23 AM »
Great catch, this happens with walls that were reduced to rubble rather than outright destroyed and converted to ground. The code to path through it and the code to stop a waypoint were using the same approach but the latter needs a different test...

You're on a roll with these obscure bugs that have been hiding in there forever, thanks! :) I'll fix this immediately (all your other reports have been fixed as well--doing final tests soon for the next release build).

2457
Everything REXPaint / Re: How to create a custom font?
« on: October 06, 2016, 07:42:41 PM »
Alrighty, I'm in crunch time working on an upcoming new Cogmind release, so this'll have to wait until after that's out. I'll get to it next week!

2458
Everything REXPaint / Re: How to create a custom font?
« on: October 06, 2016, 06:51:06 PM »
Ah, the font reader uses the pixel at 0,0 (the top left corner) to determine what the background color is for the rest of the font bitmap (because technically bitmaps can use either a black or white background color as desired by the creator), so the problem here is that first character actually uses the upper leftmost pixel. That pixel must be black to detect fonts correctly.

I'll add that bit to the manual.

Edit: If you like I could also add a cfg option to override this setting. It's nice that it's usually handled automagically, but sometimes there are special circumstances like this font.

2459
Ideas / Re: Bonus Equipment Slots
« on: October 06, 2016, 06:47:42 PM »
While I've considered cross-slot-type interactions (currently the only items vaguely of that nature are slot Shielding-type utilities), they can make the UI a bit harder for the player to understand. I have a few more ideas in that vein, but they always get put off due to logistical and usability concerns, and this would fall under that category.

The specific benefit/feature you mention would lead to other problems as well, including making it too easy to hit the 26-slot limit, which is already achievable by the end of the game :). Once a player has near/at the maximum number of slots, the item(s) in question would no longer work...

I think a better way to create a wider variety of strategic options is to focus on effects that improve the effectiveness of other parts, more of which you'll be seeing in Alpha 11 next week with the addition of weapon cyclers, actuators, and capacitors. Lots of new items coming!

2460
Competitions / Re: Weekly Seed #59 [Alpha 10] [Seed: Sudden Death]
« on: October 05, 2016, 05:13:59 PM »
Oh nice, PleasingFungus, you're getting pretty far for having started not too long ago. (Flight does help with that :P) Still, gotta learn some of the important resistances! Occasionally using a better Scan Processor on some of the more common enemies will help with that.

@mindreader: Programmer allies are a lot of fun :)

2461
Fixed Bugs & Non-Bugs / Re: Volley accuracy
« on: October 04, 2016, 06:37:28 PM »
1st shot in a volley immobilized the enemy, the 2nd shot then got increased accuracy. But all shots in a volley are supposedly shot at the same time, right? Is this desired behavior?
The accuracy of every shot, even each projectile for a multi-projectile weapon, is calculated separately, and technically not until you see it fire, so yes this is normal. This keeps the situation (both this and other factors) more in line with what you see.

Edit: Also, if one of your weapons jams, the recoil penalty is applied to weapons before it but not in weapons after it.
True! This is because all weapons are fired in sequence but it's not until a given weapon is about to fire that it determines whether it fails or not due to system corruption. I could change it so that the chances are predetermined for consistency. (Corruption failure was a new mechanic tacked on to the process later...)

2462
Competitions / Re: High Scores
« on: October 04, 2016, 06:21:13 PM »
Sure! I'll add them to the batch. (You're doing pretty awesome already, it would seem :D)

2463
General & Off-Topic / Re: Introduce Yourself!
« on: October 04, 2016, 07:27:10 AM »
Hi Alpha16! Your name strikes a timely chord because there's a robot coming in next week's release named Alpha 7 :)

Thanks for being a part of making Cogmind's growth and success possible!

Interesting that your intro to roguelikes was DF. It certainly has a pretty broad exposure, but a lot of newer folk bounce off the complexity and ASCIIness of it, too (as an intro, anyway). You'll find Cogmind was built for ASCII from the ground up (but still three quarters of players mostly stick to the tileset xD).

2464
Support / Re: Cogmind on a 4K monitor
« on: October 04, 2016, 02:12:34 AM »
I was just investigating this issue for the Alpha 11 release, and solved it :)

The separate DPI scaling issue aside, I found an assumption deep in the resolution code that had assumed a maximum of 1440p, even though I had later added support for 2160p fonts. That's why you were being capped at size 24 until you manually edited the cfg, which skips the font guessing phase of startup. Come next week it will work automatically! Thanks for the help.

2465
Wow that's a lot of parts! Pretty sure it's rare for anyone to have done that much scanning--no wonder no one else has reported this :P

It only happens when opening and immediately scrolling down to click on something not among the first 26 items, but not if you first click on something within the top 26 before scrolling, in which case it will work normally throughout. So that's a temporary workaround until the next release, which includes a fix. Thanks!

Edit: Looking into it now and also discovered it doesn't occur when using the keyboard shortcuts.

Edit 2: The plot thickens. You can still use the right mouse button to get the right info as expected. It's only the left mouse button that causes this problem, because the list window isn't normally used in the way it is for schematics, which allows info to be pulled up with either button.

2466
Fixed Bugs & Non-Bugs / Re: Melee analysis suite bonus.
« on: October 02, 2016, 10:54:58 PM »
Urg, and that's another reason I hate using floats xD

Accuracy started out with float-based calculations many years ago and I simply kept using that same system, despite it becoming increasingly complex with lots of new components. Most of those new components are integer-based (as per my normal tendency towards "super simple math" :P), and several times now I've forgotten to convert a new feature. That one's been in there forever, though! Probably because they are underused... Okay, no more freebie modified melee attacks! 5 was supposed to be 0.05. Thanks and fixed.

Regarding the cap, it's actually set at 95%, but because it's handled as a decimal the final value might come out to be something like 0.949999. All display values are integers, however, which are simply truncated rather than rounded. (The manual makes mention of this.) In practice it's more accurate than that, because a decimal value is used for your hit attempt.

2467
Everything REXPaint / Re: Show off your REXPAINT creations
« on: October 02, 2016, 05:32:05 PM »
Ooh yeah that looks great.

2468
Competitions / Re: Weekly Seed #59 [Alpha 10] [Seed: Sudden Death]
« on: October 02, 2016, 08:08:41 AM »
Spoiler (click to show/hide)

2469
Fixed Bugs & Non-Bugs / Re: Bullet path
« on: September 29, 2016, 07:29:44 PM »
It's the same cause as the other circumstances we talked about. Due to the angle of fire you're still likely to miss because it's barely grazing the corner. The color predicting whether or not you have line of fire can't be sure of that (since it's still possible to hit, just less likely than your actual accuracy). Sentries are large but still don't fill their entire cell like Behemoths do (but they still take up more space than Grunts, and much more than Swarmers).

2470
Fixed Bugs & Non-Bugs / Re: Scanning unidentified prototypes
« on: September 29, 2016, 07:22:22 PM »
And there it is :D

2471
Fixed Bugs & Non-Bugs / Re: Scanning unidentified prototypes
« on: September 29, 2016, 06:54:42 PM »
Ooh, good catch. I think the better solution here would be to turn this into a feature: Inserting any prototype into a Scanalyzer now automatically identifies it for you :)

2472
Ideas / Re: Storage Unit Rebalancing
« on: September 29, 2016, 08:38:24 AM »
One thing to remember: Not all parts are intended to be perfectly balanced for the player. They are for other robots, too.

And don't underestimate Lgt. Storage until you're running flight builds ;). A 4-mass gap can be pretty significant.

2473
Fixed Bugs & Non-Bugs / Re: Defensive analysis bonus
« on: September 28, 2016, 08:10:30 AM »
Ah right yeah, covered that you get a +5 and therefore have the analysis... oops, getting really sleepy here after a long day! -_-

2474
Ideas / Re: Utility to Reduce Swap/Attach time unit
« on: September 28, 2016, 07:45:25 AM »
Utilities are generally designed to provide a single benefit, and scale that benefit so that it is worthwhile for the slot(s) it requires. This makes comparison of items somewhat easier, which is important in a game with so much inventory management and item swapping.

Combined effects aren't impossible, and certainly some items are less worthwhile than others in almost all cases (since they might be intended more for other robots rather than yourself), but I try to stick to that theme in the design. We'll see!

2475
Fixed Bugs & Non-Bugs / Re: Defensive analysis bonus
« on: September 28, 2016, 07:42:05 AM »
Heh, an analysis of you... Well, there is one area of the game where something along those lines has an impact ::) (no one has seen it yet--coming in Alpha 11)

I wouldn't completely rule out that there was a problem somewhere, but I see the code (and in action) and it's applied every time, so I'm tending to believe something else might've been the case. Though yeah there didn't seem to be heat at play--maybe movement? Maybe you didn't actually have the analysis for that particular variant? Keep an eye on it and we'll see.

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