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Author Topic: Released: Alpha 12 - "The Place No One Lives to Tell About"  (Read 3361 times)


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Released: Alpha 12 - "The Place No One Lives to Tell About"
« on: November 21, 2016, 06:24:55 PM »

Remember how the last release was the biggest ever and I'd never do that again? Well, by some measures this one beats it :P

Alpha 12 is here! This update is much broader in scope than what we've seen before, hence the ridiculously long changelog. As usual there's new content, but alongside it we have a lot of new UI features, a range of balance tweaks, and a rather large number of new mechanics for so late in alpha (it feels like I could develop Cogmind forever, but did I mention we are now in "late alpha"? ;)).

Scroll down for the full changelog, or read on for the release notes.

For a visual sampling of some of what comes with Alpha 12, you can browse this couple dozen feature images I put together.

Note that Cogmind's price is currently VAT-inclusive in the EU (so basically it's cheaper there while I eat the cost myself).

The Place No One Lives to Tell About

The Access branch "Command" is open for business, and as you might expect it is in the business of crushing unwelcome guests. Sightseeing not recommended. And no one said you have to go there!

It's not quite done yet, but if you do visit you won't notice anything missing. There are just a few bits of content for it that need to wait until a future release.

Hacker Life

Hacking just keeps getting better.

One of the coolest UI features of Alpha 12 is autocompletion for manual hacks. As soon as you start typing any command, the hacking window shows you all possible matches for what you've typed so far. If there's more than one you can cycle through them via up/down, or keep typing to narrow it down further. Just press spacebar or tab to accept the current suggestion without typing the whole thing out!

From the outset all common commands are considered for the autocompletion list, while unauthorized hacks learned while playing are considered only after discovering them, information that is carried from game to game. This is to avoid spoiling secrets that are intended to be learned through regular play (NPCs and terminal records provide this info)

The automated recording of secrets learned via lore is itself helpful for hack discovery, in case you didn’t notice or forgot what some NPC told you (and don't want to search through your lore collection for it :P), since simply typing “Trojan” at the command prompt (or really even just “tro”!) will list all known Trojans for that machine. (“t” and “tr” work, too, but at Terminals specifically there will also be non-Trojan matches due to trap-related commands.)

You can see an autocompletion demo in the first preview image, or in my latest dev blog post where I cover this and other hacking features: "Improving the Hacking Experience."

Pure keyboard players also now have the same quick access to Query() references that mouse players do, where each reference will have an associated number (in gray), and you only need to press that number to hack its entry indirectly.

Another new feature: The limits of Schematic() and Analysis() hacks have always been pretty difficult to figure out, so in addition to lifting some of the restrictions on schematic collection and making targets for these hacks available a little lower in the complex than before, Terminals report the depth and or tier at which the hack is possible.

Scanalyzers are also capable of identifying anything, and if a schematic is not possible will give a specific reason (there are a number of reasons why Scan() won't work, and none of them were ever clearly stated).

Installable Traps?!

For years now the question has been coming up "Can you lay mines?" (or some variant thereof). I've always wanted to avoid traditional concepts of mine laying in Cogmind, though not long ago I was suddenly struck by a vision for how to integrate it into an existing system: traps. You can already reprogram traps with Datajacks or Terminal hacks, but this has been taken a step further in Alpha 12.

With a shiny new Trap Extractor you can now remove those traps from the ground and install them wherever you want! The Extractor works automatically while standing over a friendly trap (so yes you'll have to reprogram it first) and puts the trap directly in your inventory, or drops it to the ground if your inventory is currently full. Extraction may fail, but all that usually means is you'll have to try again by waiting another turn. Traps are then installed elsewhere by dropping them and pressing '>' or clicking on yourself (that part doesn't require an Extractor). You can repeatedly extract and move traps, too, no problem.

Traps affecting enemies have no effect on the alert level, making them the ultimate stealth weapon-tool. They're also a lot more interesting than just "mines" because some have different effects rather than simply damage.

On the less stealthy side, pressing '>' or clicking on yourself while standing on a trap (friendly or not) forces it to trigger--there are some useful and/or devious things you can do with that.

(Note: Trap items currently use the non-part item sprite and ASCII--they'll get their own unique look in the next release.)

Great Utility Update, Part 1

I've been talking about how it would come, and lo and behold here it has begun.

A number of utilities have needed some obvious adjustments for a long while now, but I've been intentionally holding off on that until most of the game mechanics are in place and the gameplay is well tested and understood. This process can't wait much longer, though, because the effects of these changes, and more down the line, will themselves need to be widely tested before a proper 1.0, and that will take some time.

So Alpha 12 includes the first batch of significant utility updates.

The biggest is probably the complete removal of Processor upkeep. No more toggling them on and off for optimal play. They're all free to use.

Well, the other major change is the removal of Scan Processors. Everyone gets all robot info for free, too, which in particular will help especially new players figure out resistances and why that Sentry is shrugging off missile after missile :P. It's info that can be acquired over time anyway, and from a design perspective there's no reason to require a wiki or cheat sheet to reference it.

That and many of the other utilities which are being changed or removed are remnants of the Cogmind 7DRL, which was designed relatively quickly and some of its ideas weren't exactly thought through very well--back then it was basically "I'll do it because I can."

A more subtle change is the adjustment to utility distribution. To an extent, you'll be seeing fewer of the items you probably don't want, and more of what you probably do want.

The changelog at the end of this post lists a bunch of more specific utility changes.

New and Old Stats

To get the easy stuff out of the way first: power sources no longer have "Heat Stability" and "Cooldown Period" stats. These, too, were old 7DRL remnants that needed to go. No one really cared about them. Goodbye.

On the other hand, a new category of power sources can now be overloaded like some hover/flight/weapons. This doubles their energy output and heat, and will make a strong case for the benefits of force fields over armor. All these overloadable power sources have the Cld. prefix ("cooled"), so they're easy to distinguish. The stat indicating a power source is overloadable is named "Stability," because they're not 100% stable in that state--obviously overloading your power source indefinitely has a chance to create problems ;)

The award for stat change with massive gameplay implications goes to... Heat Transfer! I've been thinking about doing it for a while, and the deed is finally done. Thermal weapons now indicate a relative amount of heat they transfer to the target: Low, Medium, High, or Massive. This allowed me to decouple heat from damage and have it play a lateral role in combat strategy. It's kinda like EM corruption and spectrum considerations on steroids. It's also been hell to balance :P

Meltdowns are back, baby! We had that one release when meltdowns were first introduced and they were kinda broken/OP, then robots got so good at cooling themselves that they became practically impossible. Now robot heat management has been adjusted so that most variants operate at optimal dissipation efficiency, so taking out their heat sink has more meaning, as does using thermal weaponry against them to up their heat level, which they can't really bring down while firing at you.

Basically if you fire a repeated volley of thermal weapons, the target is going to feel it and fast. As one might expect, Flamers really live up to their name now, and overloadable thermal weapons gain an extra heat transfer level when overloaded.

The only way to balance this system and keep it fun was to make Cogmind (and special NPCs) less susceptible to the effects of Heat Transfer. You'll still notice it, but then that's always been a thing so, yes, going up against a squad of Grunts will tend to heat you up as they lase you.

Both force fields and thermal resistance help protect against heat transfer in the same ratio they apply to damage.

Other robots now more clearly suffer a range of side effects from overheating. That will become obvious as you burn them, and these effects could easily hasten their demise. But Heat Transfer is not a panacea! Even victims that are not melted may still have otherwise salvageable parts melted due to the heat. The hotter they are the more likely parts will be lost, with low-max-integrity parts being the most likely to melt.

Since depending on one's strategy robot heat is a little more important now, rather than force you to open the robot info page to check its value, in tactical HUD mode it's now shown directly in the scan window. If the temperature is anything higher than Cool, the color will show under the normal scan window robot integrity indicator. Dangerously hot robots will also glow red for a moment, suggesting when a well-placed volley of thermal weapons could very well cause a meltdown!

Note that power source explosions due to chain reactions are considered thermal in nature, so there is a bit of synergy there between narrow-spectrum EM attacks and thermal weapons.

Propulsion Shuffling

Alpha 12 includes lots of little changes to hover and flight propulsion to rebalance them, ostensibly as part of the goal to ensure that all overloadable parts in the game (across all types) use the Cld prefix. There were some stat changes, too, though, and rating adjustments.

Hover also got a new Cmb ("combat") series, and there are even a few new legs to be found. These fill some strategic niches that weren't fully supported by the the existing set of propulsion components.

Miscellaneous Balance

Notes about various balance-related entries in the changelog:
  • Lgt/Com/Min/Mic power sources, the lightweight ones with little energy storage, originally had weaker chain reaction explosions. Be careful when using EM weapons up close to targets because these explosions are now just as powerful as other power sources. The effects are especially noticeable because lots of robots use this variety of power!
  • Flak weapons might actually be worth using now!
  • Having forgotten to taken into account machine tier impact on indirect hacks, the way Trojan and brute force hack chances were applied meant that these were harder than they should have been at a good many interactive machines. You'll find yourself succeeding a lot more now. Brute forcing a Garrison Access, for example, is always going to be easier than sealing it.
  • Many kinetic guns have undergone varying degrees of nerfing, though most are minor changes now that thermal weapons have their own secondary mechanics going for them to bring the two in line with one another in terms of cost-benefit ratios. Kinetic guns no longer leave quite so much to salvage, are a little harder to hit with (recoil), and yes the KE Penetrator has finally been nerfed with a cut to its rather insane critical strike capabilities. Kinetic cannons remain untouched and deadly as ever :D
  • Hunters, which have had quite a lot of ups and downs throughout alpha development (but always been pretty scary), have been indirectly nerfed due to other changes. Their kinetic guns are obviously going to be a little less effective, but Cogmind is also less susceptible to their critical hits now that armor takes 5% less damage from them, and Cogmind's part destruction threshold was lowered to 33% of integrity.
  • Alert level will no longer spike so quickly due to a range of unrelated changes. Machine destruction only has 40% of the impact it once did, and allies won't cause the alert to spike nearly as much. It might be necessary to raise that again, but for now let's see how everyone fares. An ally-focused update is still forthcoming. That the Recall() hacks have been fixed for Programmers and assaults might make it too easy to control an  entire floor.
  • Cogmind's core got a permanent boost to energy storage, +50 = 100! This won't feel any different from Alpha 11, because it was actually a bug added in that version due to a change in how the value was stored, but I've decided to keep it that way. 50 was a little restrictive to the underdog Cogminds naked and dying out there.

Damage Overflow

We're not done with new mechanics yet!

When a part is destroyed by damage that exceeds its remaining integrity, the surplus damage is then applied to the core or another part as chosen by standard coverage/exposure rules. Exceptions: There is no damage overflow if the destroyed part itself is armor, and overflow damage always targets armor first if there is any. Damage overflow is caused by all weapons except those of the "gun" type, and can overflow through multiple destroyed parts if there is sufficient damage.

Allowing guns to cause overflow would be too brutal to players already in a bad situation, as most of your enemies are armed with guns. This does however mean your few cannon-equipped foes just got yet another boost though (*cough* Behemoths *cough*). So the big guys just got a tiny bit deadlier against weaker enemies, and so did many of your weapons, especially the really good ones. That was the main motivation behind this feature, because it was always extremely annoying (not to mention demotivating) to take some massive cannon and spend ages trying to kill some little Swarmer as each of its individual parts was blown off in turn.

In general damage overflow is a net positive for the player.

Melee Gets Even Cooler

Melee is gradually becoming a pretty powerful tactic given the right gear. Seeing as melee weapons are highly damaging, they stand to benefit the most from the overflow mechanic above, and as of Alpha 12 they no longer incur the old -10% targeting penalty for attacking immediately after moving.

Oh yeah, I guess this also means melee enemies are going to be that much scarier, too ;)

But now you also get sneak attacks! Melee attacking a target that hasn't noticed you yet is a practically guaranteed hit, and does double damage. So waiting around a corner in ambush--or rushing in so fast that they don't see you coming before you hit them--can be a very powerful way to say hello and goodbye all at once.

General QoL
  • Coverage mode for the parts list visualization can now be toggled to instead show relative "vulnerability," which is equivalent to coverage divided by integrity. This is helpful for understanding which parts you're likely to lose first, which is not always immediately apparent unless you already have a very good understanding of both their coverage and integrity.
  • When you want to wait for an enemy to arrive in a doorway (a common defensive tactic), simply position yourself and hold the wait key. It will no longer continue waiting until they both appear and attack, because if when they enter you see them before they have an opportunity to attack, the game will block the wait action so you can act first. This makes that kind of wait a little faster since you don't have to advance one turn at a time.
  • All keyboard-based inventory management is now accessible without the Alt key! The old commands are still valid, but this will be a boon for some players on Linux+Wine where the Alt key is not as convenient, and others for whom using excessive modifier keys is physically uncomfortable. Simply press 'd' to initiate drop mode, followed by the letter of the attached part to remove, or the number of the inventory item to drop. This is compatible with the previously existing ',' command, which allows dropping of an attached part directly to the ground (bypassing a non-full inventory) if desired.
  • Map rot (i.e. forgetting small sections of the map due to system corruption) is gone. We have some DCSS devs playing Cogmind lately, so this and the Scan Processor removal are their gift to you ;). I've been thinking about removing map rot for a while now, but also needed to replace it with something else, so now you have other new corruption side effects (thank them for those, too!)

One final note: The hastily implemented scorehistory.txt file had a few incorrect columns in Alpha 11, which have since been fixed, though new entries will continue to be added to that same file. It's your choice whether you want to start with a clean slate (just delete your old one) or keep adding to the same one regardless.

Remember to migrate from an earlier release by simply copying over your /user/ directory to the new game directory.

The full Alpha 12 (0.10.161122) changelog:

* NEW: Branch map "Command"
* NEW: 2 more plot-related NPC encounters
* NEW: 1 major new NPC (unique robot class)
* NEW: 1 new prototype robot variant
* NEW: 1 new common robot class (3 variants)
* NEW: 37 new items (total = 768)
* NEW: Several more machines
* NEW: 1 more cave encounter
* NEW: 25 more score sheet entries (total = 492)
* NEW: Borderless fullscreen mode (see options menu)
* NEW: Option to automatically deactivate all other weapons when attaching/swapping in a launcher (cogmind.cfg only: see autoReadyLauncher)
* NEW: Core Heat Shields raise threshold at which overheat effects occur
* NEW: HUD temperature readout shows modified overheating threshold if currently above regular threshold with an active Core Heat Shield
* NEW: Recalibrator effect replaced with new ability to restore functionality to broken parts, including prototypes
* NEW: Manual hacking now includes autocompletion feature (press Spacebar or Tab to accept current match, or up/down to cycle through all matches)
* NEW: Indirect hacking of lore topics through references now possible via number keys (keyboard mode only)
* NEW: Previously undiscovered lore topics marked in query results using '!' (as also seen in hacking target list)
* NEW: Score sheet records borderless fullscreen setting in meta data ("2")
* NEW: Damage overflow mechanic (see manual)
* NEW: Expanded manual intro with "Using this Manual" section
* NEW: Manual explicitly states that successful hacks can increase alert level
* NEW: Trap extraction and reuse mechanic
* NEW: Use '>' on top of a trap to force it to trigger (LMB for mouse users)
* NEW: Some power sources can be overloaded to double their energy output (and heat)
* NEW: Less common combat-oriented hover propulsion ("Cmb.") with higher integrity and support, but slower
* NEW: Super fast experimental flight propulsion with relatively low support (rare)
* NEW: Non-scanalyzable parts can still be inserted into scanalyzer to identify them (anything!), with specific messages for why schematic impossible
* NEW: Manual part/robot Schematic()/Analysis() hacks report required depth and security level if target unavailable at current terminal
* NEW: Evolution interface accepts numpad Enter for confirmation as well
* NEW: More possible side effects of system corruption: Matter Fused, Heat Flow Error, Energy Discharge
* NEW: Allied followers prioritize gathering around an exit if Cogmind is adjacent to one, even if under attack
* NEW: Option to block propulsion auto-activation if already have different form active (cogmind.cfg only: see disableSecondPropulsionAutoactivate)
* NEW: Wait commands blocked for 1 second on spotting a new enemy (can safely hold/repeat wait) (adjust duration in cfg: pauseWaitDurationForEnemies)
* NEW: System Backup Modules and related utilities report to the message log on taking effect
* NEW: While part swap mode active, indicator now shows at top of parts list as well
* NEW: Alt-free modal inventory management! ('d' to enter drop mode, followed by a~z or 1~0; compatible with ',' direct dropping) (keyboard mode only)
* NEW: Temporary descriptive indicator appears when sorting inventory or changing part visualization mode
* NEW: "World map updated" log messages now indicate precisely what was added/learned
* NEW: All robot info always available (Scan Processors removed from game)
* NEW: Part/inventory data visualization now includes eighth mode: "relative vulnerability" (toggle via coverage 'c' command/button)
* NEW: Thermal projectiles/explosions have a "Heat Transfer" stat that determines how much an impact raises target heat (decoupled from damage)
* NEW: AI robots have some unique overheating side effects, and they'll occur more frequently
* NEW: Meltdowns are more easily triggered
* NEW: Combat robots glow red for a moment when seriously overheating (and are therefore prone to meltdowns)
* NEW: Otherwise salvageable parts may melt on robot death due to heat level at the time
* NEW: Unique animations for robot death to meltdowns and system corruption
* NEW: Scan window also shows robot temperature indicator in a separate block below integrity (tactical HUD mode only)
* NEW: Known map outside FOV auto-reveals regular colors when view not centered on Cogmind (e.g. mouse panning or kb-based map shifting)
* NEW: Melee attacks against unaware targets are "sneak attacks," almost certain to hit and inflict 100% more damage
* NEW: All supporter names registered since Alpha 11 added to in-game list (see Credits menu)
* NEW: All item-attribution names registered since Alpha 11 added to the item collection gallery
* MOD: HUD temperature readout doesn't glow even when hot, if within Core Heat Shielding-modified overheating threshold
* MOD: Most AI robots tweaked to have near optimum heat efficiency, making them easier to forcefully overheat/meltdown
* MOD: Windowed mode blocks fonts that create a game window slightly larger than the screen (for maximum font size use borderless fullscreen instead)
* MOD: Upkeep removed from all Processor-type utilities
* MOD: Exp. Optical Array effect dropped from 8 to 7
* MOD: Component Analysis Suites converted from Processor to Device, have new art, and a mass of 1
* MOD: Repair Stations take longer to repair broken (non-functional) parts
* MOD: Repair Stations can repair broken (non-functional) prototypes
* MOD: Integration Analyzer/Error Protection Suite/Quarantine Testbed removed from game
* MOD: Integration Analyzer effect merged with Integration Mediators (in addition to latter's existing effect)
* MOD: Heat Shielding effect increased from 50% to 75%
* MOD: All Core Heat Shields always prevent power source overheating
* MOD: Increased Core Heat Shield ratings and energy upkeep
* MOD: Recalibrators no longer auto-activate, and require energy upkeep
* MOD: Disposable cooling utilities take effect even if at the overheat threshold, where negative effects are technically still possible
* MOD: All Maneuvering Thrusters' coverage dropped from 80 to 60, integrity approximately doubled
* MOD: All Cloaking Devices' coverage dropped from 100 to 80, integrity slightly increased
* MOD: Updated Integration Analyzer effect description, which still implied removing parts has an associated matter cost
* MOD: Lowered all drone bay mass, to better serve their secondary purpose as armor
* MOD: Increased Mini/Mapping Drone Bay coverage and integrity
* MOD: Removed heat upkeep from all high-tier drone bays
* MOD: Tactical Quantum Warhead damage increased, reduced variability
* MOD: Destructive force of EM-triggered Light/Compact/Mini/Micro power source chain reactions upped to match non-light variants
* MOD: Increased damage and reduced matter cost for Flak Guns/Cannons (projectile count unchanged)
* MOD: Unknown manual hacking commands no longer added to command buffer
* MOD: Manually succeeding at a Query() hack darkens any previous references to that topic in other entries from the same hacking session
* MOD: Indirect hacking modifiers no longer apply to Trojans/brute force hacks (now much easier to succeed across all machine tiers)
* MOD: Haulers escorted through Materials no longer also capable of calling in reinforcements
* MOD: Operators can no longer be stationed at Recycling access terminal
* MOD: Exiting a research branch garrison always advances to another area rather than having a chance to bring Cogmind back to the same one
* MOD: Hauler Manifests containing matter now list the total amount in addition to the number of stacks
* MOD: Weapon heat context help (and manual) explicitly mentions how heat is averaged over the volley turn duration
* MOD: Lowered coverage of Electron Diverter and Imp. Diametric Drive to match other prototypes, and raised integrity and support of latter
* MOD: Slight increase to mass support of Nuclear Pulse Array and Field Propulsion Array
* MOD: Armored Leg increased to rating 5, support -2, heat +1
* MOD: Increased rarity of all Launcher Guidance Computers
* MOD: "AA AOE weapon" converted from explosive to thermal damage (trying to avoid spoilers here)
* MOD: Shock Trap corruption effect now modified by EM resistance (especially meaningful for NPCs)
* MOD: Blade/Segregator Traps no longer capable of affecting strip-immune victims (e.g. major NPCs)
* MOD: Traps triggered on Complex 0b10 robots no longer affect alert level
* MOD: Ally BUILD order removed
* MOD: Flight-capable builds can jump over large allies, movement which was originally blocked because swapping was impossible
* MOD: "Cooldown Period" stat removed from power sources, now use the same random range across entire item category
* MOD: "Heat Stability" stat removed from power source info
* MOD: Power Sources: Mni./Fusion Reactor -energy; F-Cell Engine -energy, +storage; Imp. Quantum Reactor -heat
* MOD: Message log file output ignores pure fluff messages like Serf cleaning, Engineer building, etc.
* MOD: Numerous hover/flight propulsion names and tiers shuffled to make way for new Cld-prefixed overloadables
* MOD: Active heat upkeep of all Cld-prefixed hover and flight propulsion dropped to 0
* MOD: Diametric Drives (and Imp. version) no longer overloadable, speed increased, support and energy drain reduced
* MOD: Nuclear Pulse Thrusters and Array no longer overloadable
* MOD: Dehyphenated several part name words (Antimatter, Antigrav, Antimissile); switched F-Cell/Q-Thrusters to lower case c/t
* MOD: Force Lance renamed to Force Rifle, actual Force Lance piercing melee weapon added
* MOD: All Demolisher variants switched to combat-type hover propulsion (slower!)
* MOD: Score sheet Most/Average/Final Carried stat records use inventory contents size rather than count
* MOD: Scanalyzer and Recycling Unit selection lists indicate item integrity values to aid differentiation (like Repair Station behavior)
* MOD: Scanalyzers can now operate on broken parts and rating 9/10 prototypes (still excludes unique items found only in certain locations)
* MOD: All part/robot schematics available one floor earlier than before
* MOD: Critical strike damage bonus against armor now 20% (was 25%); Cogmind critical strike part loss threshold down to 33% integrity (from 50%)
* MOD: Obstacles along line of fire in targeting mode have a bright animated glow instead of just highlighted
* MOD: Direct terminal hacks with unchanging permanent mapwide effects (12 in all) are removed from all terminals once successfully hacked once
* MOD: Power generation and energy/matter upkeep drain now occurs before applying any per-turn utility effects
* MOD: Targeting autoselection for large robots prefers the location with open line of fire rather than nearest point with line of sight
* MOD: Removed map data loss side effect of system corruption (AKA "map rot")
* MOD: cogmind.cfg forcePauseForEnemies variable renamed to pauseMoveDurationForEnemies (value reset to default this alpha)
* MOD: Transfer Stations now appear in blue
* MOD: Raised volume of part swap mode activation sfx (and multiconsole switch)
* MOD: Ally AID order can target any other ally, rather than only controllable allies
* MOD: Matter Storage Units renamed to Matter Pods
* MOD: Stasis link color changed from purple to yellow to differentiate from forms of protective stasis
* MOD: Robot destruction log message no longer shown after "terminal corruption" or "critical meltdown" effects (redundant)
* MOD: Core Heat Shield renamed Internal Heat Shield
* MOD: -10% to hit when attacker's previous action was a move no longer applies to melee combat
* MOD: Behemoth core switched from kinetic weakness to thermal weakness
* MOD: Removed Grunt core kinetic weakness
* MOD: Kinetic guns tweaked: most now have recoil, most now salvage-neutral, reduced some excessive critical chances
* MOD: Adjusted distribution and rarity of many utilities
* MOD: Microactuators, Quantum Capacitor and low/mid-tier Weapon Cyclers more common
* MOD: Increased resistance effect of all Focal Shields, Thermal Shields, and the EM Shield
* MOD: Lowered impact of certain events on alert level, most notably machine destruction
* MOD: Alert level increase due to allied activity now based on rating--lowered for low/mid-tier variants, raised for high-tier variants
* MOD: Cogmind base energy storage doubled to 100
* FIX: Mouse autopathing was broken by a regression (fixed in earlier stealth update, credited here: [magi163])
* FIX: Screenshot feature was broken by a regression (fixed in earlier stealth update, credited here: [Sherlockkat])
* FIX: Operators that lose a Datajack might be fitted with Backup Lasers by a Mechanic [Kalkkis]
* FIX: Internal slot counts for robots tallied incorrectly (only a minor affect, on repairs) [Decker, Amphouse]
* FIX: Firing overloaded thermal weapons might crash the UI under certain circumstances [Amphouse]
* FIX: Hackware art misalignment in ASCII spritesheet could reveal names of other art (regression in Alpha 11) [Amphouse]
* FIX: Reactive Armor art not centered [Amphouse]
* FIX: Armory dispatches were blocked from entering area [Sherlockkat]
* FIX: scorehistory.txt recorded occupied slots rather than total slots [Sherlockkat]
* FIX: Trojan intended to speed up fabrication only applied to a build in progress, rather than including all those afterward as intended [Decker]
* FIX: Data Miner Network Hub terminal info referred to old/incorrect effectiveness modifier [Decker]
* FIX: scorehistory.txt Carried Avg not divided by turn count, resulting in huge incorrect values [zxc]
* FIX: Description of "Seed" variable in options menu didn't fit in allotted area [zxc]
* FIX: External log file output excluded dialogue [zxc]
* FIX: Typo in Containment Facilitator record [zxc]
* FIX: Typo in Zion encounter dialogue text [zxc]
* FIX: Score sheet "Traps Reused" stat tallied incorrectly [zxc]
* FIX: Recall(Extermination) and Recall(Assault) did not actually immediately call off the target squads [zxc]
* FIX: Subatomic Replicator temporarily increased max inventory size if attached directly from the ground with a full inventory [zxc]
* FIX: A pair of very long lore entries were cut short in the lore collection UI [zxc, Amphouse]
* FIX: Part sorting via ':' might not finishing shifting listed items to final position (rare, circumstances unknown) [zxc, Decker]
* FIX: Art gallery excessively incremented collection tallies of matter storage utilities [gressup]
* FIX: Crash on manually entering gibberish for the Fabricator Load() command
* FIX: Using keyboard-based reverse cycling of map robots/items in targeting mode while mouse active would auto-pan the map to center on the target
* FIX: If pure keyboard "DIRECT" drop mode (inventory skipping via ',') left to expire on its own (5s), would take two presses to reinstate it
* FIX: Score sheet "Database Lockouts" stat wasn't being tallied
* FIX: Special NPCs intended to follow more closely would lose that status and revert to loose follow if brought to another floor
* FIX: Shock Trap and EM Surge Trap had their corruption severity swapped with one another (latter intended to be more powerful)
* FIX: Unique hack missing from some Testing terminals
* FIX: Makeshift hackware art background colors incorrect
* FIX: Impact damage description in game manual still referenced pre-Alpha 6 "durability" mechanic

(As usual, if you haven't already, Prime Tier supporters and above 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.)
« Last Edit: May 08, 2017, 03:07:50 AM by Kyzrati »
Josh Ge, Developer - Dev Blog | @GridSageGames