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 11 
 on: March 23, 2024, 11:04:03 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
After datajacking a bot, i noticed that when hovering my mouse above items on the map, their names displayed. The movement pathing also did, but i'm not sure if that's normal.
In the attached screenshot, i moved my mouse above a storage unit located behind the bothacking window, whose name is displayed to the bottom-right of the window.
Non-modal UI.

I finally started playing Beta 13 (i hadn't played Beta 12), already found three bugs, and my first run isn't even complete yet. And at least one of the bugs is definitely a bug and not something normal.

 12 
 on: March 17, 2024, 11:14:17 PM 
Started by Baxter - Last post by Kyzrati
FC is definitely a good way to start. Just avoid those Research branches if you take it, you'll be making it to the surface in no time :)

 13 
 on: March 17, 2024, 10:19:56 PM 
Started by Kyzrati - Last post by Kyzrati
We have a new Beta 13 patch, this time with Modal layout QoL enhancements, and some more fixes for new issues.

If you recall, back when I planned to release the new layout feature for Beta 13, I wasn't sure if it would be feasible to also release so-called "Phase 4," the even more extreme Modal layout. While I did manage to squeeze it in under the deadline, there wasn't as much time to finalize the best possible version of it, specifically with regard to the top-center "multiconsole" area.

This past week after finishing a bunch of other Cogmind-related work, I've been able to give that area some more love and it's now gotten a redesign more suited to that layout, rather than being hacked together from what was there before :P

As a minor patch, existing Beta 13 saves/runs in progress are fully compatible.

Cogmind Beta 13 patch 240318 changelog:

  • NEW: 6 new font options at size 16, Terminus/X11 variants and a blocky font, mainly to increase options on Steam Deck (now at 16 styles)
  • NEW: In Modal UI layout, activating combat log a second time (F8, or LMB on button) opens new modal window (also toggled via keyboard scroll commands -/=)
  • NEW: Contextual tutorial message about machine/terrain Armor on failing to cause damage
  • NEW: Scoresheet "Steam" entry in Options section records separate value if using Steam Deck
  • MOD: Neutron Missile Launcher damage reduced, consistency increased
  • MOD: Convoy path prediction overlay changed from yellow to red
  • MOD: Removed lower combat log detail settings, simplified to High and Max
  • MOD: HOSTILES button moved to bottom right edge of message log window
  • MOD: Allies/Intel/Extended log window order adjusted in top-center console, corresponding F5/F6/F7 hotkeys updated to match new order
  • MOD: In Modal UI layout, Allies and Intel window access appear as full-size buttons
  • MOD: Visual style of mode swap indicator for Extended Log vs Combat Log changed in Modal UI layout
  • MOD: In Modal UI layout, once Allies/Intel modal window closed, top-center console setting automatically restored to Extended Log or Combat Log
  • MOD: Advanced option autoOpenNewIntel explicitly not applicable under Modal UI layout
  • FIX: Opening the new More prompt while examining an item attached to another robot could cause unexpected results [Infomantis]
  • FIX: Sabotage intel marker for convoy interceptions may be placed inaccurately under certain conditions [ktur]
  • FIX: Automated shifting of map view when following drone that spots hostiles or other events did not position correctly [lyra]
  • FIX: Crash on distant overloaded Fabricator destroying self via chain reaction in nearby robot power source while simultaneously short circuiting [arkn]
  • FIX: [Pay2Buy mode] Recycling Units could still drop backup parts on destruction [Infomantis]
  • FIX: Pressing ESC erased active item labels and reset filter without restoring other input functions to overlapping controls until normal expiry (again)
  • FIX: Alternative JSON/protobuffer scoresheet data format always reported zero for Corruption Blocked
  • FIX: RMB to close full log while cursor over map area may also count as map input
  • FIX: Some cases of UI state change might leave a button highlighted after cursor left its area

The biggest changes are noticeable in the Modal layout, in which the top menu bar better reflects the behavior in this particular mode, with ALLIES and INTEL opening as modal windows (so they get full-size buttons), and L/C being used to set which type of log appears below that area when action is playing out:



To accommodate this change, all layouts have undergone a few modifications as well, including moving the transient HOSTILES button over to the regular message log side (this makes room for another likely button to appear next to ZOOM in a future version), and reordering the top-center console buttons in general (LAIC -> AILC), meaning their F-key hotkeys have also been shifted to maintain the same order, if you're using those.

An important focus of this patch was to give users of the new Modal layout mouse access to the extended combat log history, which is now achieved by clicking on the combat log button a second time to open that in modal form as well, where it can then be scrolled via the scroll wheel normally as with the other layouts.



As usual, keyboard access (-/=) automatically opens this history as well.

Note that the lower-detail combat log settings having been removed, and renaming of the highest detail from "Full" to "Max" will mean that any folks originally using the latter will want to head into the options menu to set it again.

There are still a handful of small visual issues with the new Beta 13 interface that I haven't been able to track down or reproduce through explicit testing (including for example the possibility of the Modal layout's message log final underline not disappearing properly), but they're on the list for more observation...

The Past

After all the Beta 13 post-release work settled down, I finally had the opportunity to put together a stat analysis of player data from the previous release (Beta 12), now that the leaderboards have been reset. I posted that here.



Not long after that, while the spreadsheets were hot I couldn't help also taking a preliminary look at player preferences regarding our major new interface features in Beta 13 (map zooming and upscaled UI layouts). I posted usage graphs and analysis of the figures here.



The Present

Cogmind has been technically compatible with the Steam Deck more or less since it came out, though it was marked as "Unsupported" on Steam until just this week when I contacted Valve and had them do an official review in order to change that. The new UI layout options plus zooming should make that a much better experience than it might've been before Beta 13. (Based on feedback so far that is the case.)

As part of today's patch I also added six more font options at size 16, which is the size used by the Steam Deck and some people may prefer one of the newer ones (not sure if they're better or not, since I don't have a Deck to test on and see what they look like on the actual device). Example 16/X11Caps screenshot combining map zooming with the Modal UI layout and under the Steam Deck's resolution (open full size to see proper resolution--1280x800):



Of course anyone on a smaller 720~800px display can also use these new fonts, though it's too bad the Deck has such a low resolution and isn't at least just 10 pixels taller, which would put it in range of a nice font/tile size increase across the board!

Anyway, we'll see what folks end up using, and also get a glimpse at just how many are doing that since this patch adds stats for Deck use to the scoreesheet records.

The Future

In the near-term I'll be sifting through this year's 7DRLs, now that the jam is over and there's also been a little time for devs to release post-jam fixes. I'll be sharing what I find on my Twitch channel.

And aside from that, with our final Beta 13 patch now out, it's time to dust off the dozens of fresh items and robots I built last year to populate one of the new maps which sits empty and eagerly awaiting its new inhabitants :)

 14 
 on: March 17, 2024, 09:27:12 PM 
Started by Baxter - Last post by Baxter
Thank you, both, for the comments. I’d admittedly forgotten about the FC warning, and I didn’t realize the consequences were so dire. Even so, I’d put myself in a position where I had to go to the branch or be destroyed—which happened shortly after. Lesson learned!

Thanks, lyrabold, for the tip about the drone bays. Sounds like fun!

For the most part, I’ve been aligning with FarCom for the beginner-friendly sensors. But having played for a bit now, I’ll try experimenting a little more.

Really appreciate the tips and feedback!

 15 
 on: March 17, 2024, 06:53:40 PM 
Started by Baxter - Last post by Kyzrati
Oh man, looks like quite the adventure, and also so close to having instead gotten a very different and more beneficial outcome towards the end of your journey.... (you'll see one day ;)

But yeah, heed the Exiles' warning that you should stay out of Research-type branches (green) with FC.

 16 
 on: March 17, 2024, 04:39:27 PM 
Started by Baxter - Last post by lyrabold
Part of your issue wasn't just that patrols found you: It's that you entered a (non-armory) research branch while aligned with Farcom. All hell breaks loose when you do so, in the form of Maximum Security (6 assaults straight to your location every 100 turns or so). It's survivable, but you need to be fast as hell or able to grin and bear it.

I see you also visited Zhirov. If you think drones are fun, wait until you print his Assault Drone bays, or the Combat Drones from another branch... They're quite powerful, especially in swarms of 4+ (there's only 2 drones per bay, but you can deploy from multiple as long as you have only one attached). You just have to keep an eye on them in order to recall them to repair if they take too much core damage, or keep them away from programmers / brawlers (100% EM vulnerability == 0 to fully corrupted in no time flat).

 17 
 on: March 17, 2024, 11:29:07 AM 
Started by Baxter - Last post by Baxter
I've heard how much fun the branches are. I haven't explored them much, so I decided to with a leg + melee build.

Came across

Spoiler (click to show/hide)

Then, on -3, I was discovered and had to shed everything and make a break for it. Got a little lucky and found the stairs to Quarantine with, um, a pretty light load-out (see screenshot). At that point, security was so high that several patrols landed on my position, and that was that!

A few notes:
- Drones are amazing. The Splicer Drone Bay, in particular, is helpful and super fun.
- Used traps extensively for the first time. Very deadly, very satisfying.
- Melee is enjoyable -- especially when you knock out two enemies with a single volley.

What a blast! Look forward to exploring and learning more.

 18 
 on: March 15, 2024, 07:24:53 AM 
Started by Joshua - Last post by Kyzrati
Maiker is remote rewiring Specialists by holding down the 'F' key. A random Watcher wanders in, immediately gets datajacked, amplify_resonance'd, and explodes with his buddy, all in a split second.

 19 
 on: March 15, 2024, 01:02:30 AM 
Started by Kyzrati - Last post by Kyzrati
Hey Baxter, up to 50 now, eh? Enough to have seen a fair amount of things, but still a lot of wild experiences out there waiting :D

I'm super eager to start sharing the meatier parts of this expansion into new areas of the world, just hope we can keep the funding going long enough to see multiple more after it!

Aside from Patreon, this project is still funded in good part by bringing in new players, so I'm quite curious if there are still enough folks out there who would be very interested in a game like this and both willing and able to support its further development at this price. We had plenty such supporters back in 2015-2016 (excellent funding before joining Steam!), but it's been a long while now...

My strong aversion to DLC makes the path harder yet, but if we can keep it up for nearly a decade as we have, adding a couple more years is not out of the question :)

 20 
 on: March 14, 2024, 07:26:15 PM 
Started by Kyzrati - Last post by Baxter
This game is well worth the full price. I’m a relatively new player, with only about 50 hours clocked, but already it’s one of my all-time favorite games. A labor of love, and a joy to play. Never have I had so much fun dying in a game. ;).

Thanks for all your work on this, Kyzrati. I very much look forward to what comes next!

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