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Author Topic: Upcoming Features (Alpha 11)  (Read 2667 times)


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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.
« Last Edit: October 10, 2016, 07:40:25 PM by Kyzrati »
Josh Ge, Developer - Dev Blog | @GridSageGames