edit: Not sure where else to say this, but in the Alpha 3 changelog ' MOD: Direct "Purge Threat" terminal hack doesn't show unless there are threat records to purge' - doesn't this make Alert Level a lot less useful?
I don't mind giving that bit of information to the player, plus it shows if you're above zero, and you're almost always above zero if you've destroyed anything at all, which you'll generally be aware of, anyway.
Alert Level is mostly intended for those who are, as you describe, going around destroying everything--e.g. combat builds or those with an army at their backs (which will increase in likelihood with each release, for those who want to take advantage of it).
Wow! Furthest I've come so far. Traps can be really tricky but I think they add a whole new dimension to the game, especially since you can use them for your own game :). I had a feeling that all my hacking-chances were lower than in other (pre-Alpha-3) games, but doing this run more brute force was pretty fun too :)Good to hear about traps!
Then they shot off my targeting computer. I decided that things might go better from up close, so I stepped through a doorway to force them to come to me. It's hard to tell without the ability to distinguish between identical 'bots or watch enemy turns in sequence, but I think they were cycling which of them stood in the door to prevent me from focusing fire. I eventually lost my guns and made a dive for a nearby Medium Laser, but my core was shredded before I could fire it.Make sure you're always carrying spare weapons--not being able to shoot is a bad position to be in ;). This is why once you reach the mid-game melee weapons are good for backup, because it's harder to lose those. They're not very useful in Materials, though.
I would have left earlier but I was looking for a Signal Analyzer to check out its new branch identification function.Take out a Watcher. However, this particular goal has become all the more difficult in Alpha 3 because they now have their proper speed...
Is there a way to show automatically resized images on this forum?Automatically, only by including it as an attachment, which obviously isn't appropriate for inserting it along with the associated text.
First time for me to participate at a weekly seed competition and it went very well :)Oh you got the cinematic save, too ;). BoomBlip was raving about it on Reddit.
I didn't encounter any traps unit floor -7 (I think).
(...)Oh yeah, it was really cinematic, sad that I managed too late to take screenshot out of wine :-/
Oh you got the cinematic save, too ;). BoomBlip was raving about it on Reddit.
You won't start finding more traps until the Factory--the earlier levels are small and dense enough that adding more than a tiny selection of traps would cause them to be way too central to the gameplay there (and possibly frustrate beginners).Sounds reasonable, good work there! :)
Oh, man! I am so rusty...Apparently! Still not a bad run, and you got to see some of the new stuff ;). Good peak build--really heavy on thermal.
Cogmind - Alpha 3b
Name: zzxc
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (3) 1500
Robots Destroyed (118) 590
Value Destroyed (3396) 3396
Prototype IDs (8) 160
Alien Tech Identified (0) 0
Bonus (0) 0
TOTAL SCORE: 5646
Cogmind
---------
Core Integrity 0/700
Matter 78/300
Energy 191/265
System Corruption 8%
Temperature Critical (613)
Location -7/Factory
Parts
-------
Power (2)
Improved Ion Engine
Light Angular Momentum Engine
Propulsion (2)
Gravmag System
Utility (7)
High-capacity Storage Unit
Target Analyzer
Matter Filter
Scan Processor
Reactive Medium Armor
Weapon (2)
Enhanced Force Lance
Precision Shock Rifle
Inventory
-----------
Heavy Missile Launcher
Improved Heat Sink
Improved Heat Sink
Shock Rifle
Lightning Gun
Shock Rifle
Gauss Rifle
Peak State
------------
Power
Nuclear Core
Nuclear Core
Propulsion
Improved Treads
Light Treads
Utility
Target Analyzer
High-capacity Storage Unit
Advanced Heat Sink
Improved Signal Interpreter
Improved Sensor Array
Reflective Light Armor
Improved Core Analyzer
Weapon
Precision Grenade Launcher
Heavy Missile Launcher
[Rating: 40]
Favorites
-----------
Power Light Angular Momentum Engine
Engine Light Angular Momentum Engine
Power Core Nuclear Core
Propulsion Light Treads
Treads Light Treads
Leg Aluminum Leg
Hover Unit Gravmag System
Utility High-capacity Storage Unit
Device Advanced Heat Sink
Storage High-capacity Storage Unit
Processor Improved Signal Interpreter
Protection Hardened Light Armor Plating
Weapon Heavy Assault Rifle
Energy Gun Medium Laser
Energy Cannon Advanced Beam Cannon
Ballistic Gun Heavy Assault Rifle
Ballistic Cannon Improved Light Cannon
Launcher Grenade Launcher
Slashing Weapon Scythe
Stats
-------
Classes Destroyed 14
Worker 11
Builder 3
Tunneler 2
Hauler 8
Recycler 8
Operator 2
Watcher 5
Swarmer 16
Grunt 36
Duelist 1
Sentry 15
Hunter 4
Programmer 6
Executioner 1
NPCs Destroyed 0
Best Kill Streak 12
Combat Bots Only 6
Matter Collected 2928
Salvage Created 4788
Parts Attached 150
Power 15
Propulsion 20
Utility 64
Weapon 51
Parts Lost 44
Power 5
Propulsion 4
Utility 23
Weapon 12
Average Slot Usage (%) 91
Naked Turns 100
Spaces Moved 2759
Fastest Speed (%) 200
Slowest Speed (%) 22
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 22
Cave-ins Triggered 0
Teleports 0
Heaviest Build 51
Greatest Overweight (x) 12
Average Overweight (x) 0
Largest Inventory 16
Most Items Carried 12
Core Damage Taken 1287
Volleys Fired 307
Largest 2
Hottest 137
Shots Fired 555
Gun 376
Cannon 161
Launcher 18
Special 0
Kinetic 323
Thermal 164
Explosive 18
Electromagnetic 50
Overload Shots 5
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 2
Melee Attacks 10
Impact 0
Slashing 10
Piercing 0
Damage Inflicted 9030
Projectiles 7168
Explosions 1639
Melee 153
Ramming 70
Highest Temperature 619
Average Temperature 91
Shutdowns 7
Energy Bleed 1
Interference 7
Matter Decay 3
Short Circuit 2
Damage (minor) 2
Damage (major) 0
Damage (core) 2
Highest Corruption 8
Message Errors 8
Parts Rejected 2
Data loss (map) 12
Data loss (database) 7
Misfires 1
Misdirections 2
Targeting Errors 2
Weapon Failures 0
Haulers Intercepted 8
Robots Corrupted 0
Robots Melted 0
Tactical Retreats 9
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 0
Indirectly 0
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 0
Machine Familiarity 13
Terminals 8
Fabricators 1
Repair Stations 3
Recycling Units 0
Scanalyzers 1
Machines Hacked 13
Terminals 8
Fabricators 1
Repair Stations 3
Recycling Units 0
Scanalyzers 1
Total Hacks 47
Successful 23
Failed 24
Catastrophic 6
Database Lockouts 0
Manual 1
Terminals 28
Fabricators 1
Repair Stations 17
Recycling Units 0
Scanalyzers 1
Terminal Hacks 12
Record 0
Part Schematic 2
Robot Schematic 0
Robot Analysis 0
Prototype ID Bank 1
Open Door 0
Level Access Points 0
Branch Access Points 0
Emergency Access Points 2
Machine Index 0
Terminal Index 0
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Alert Level 2
Unreport Threat 0
Locate Traps 2
Disarm Traps 0
Reprogram Trap 0
Dispatch Records 0
Maintenance Status 0
Security Status 0
Surveillance Status 0
Patrol Status 0
Transport Status 0
Investigation Status 0
Extermination Status 0
Reinforcement Status 0
Assault Status 0
Recall Investigation 0
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 2
Registered Components 0
Registered Prototypes 0
Zone Layout 1
Sector Layout 0
Machine Controls 0
Hacking Detections 16
Full Trace Events 3
Feedback Events 0
Feedback Corruption 0
Feedback Part Disabled 0
Feedback Blocked 0
Robot Schematics Acquired 0
Robots Built 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 2
Parts Built 0
Part Fabrication Matter 0
Part Fabrication Time 0
Parts Repaired 5
Part Repair Time 195
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Parts Scanalyzed 0
Part Schematics Acquired 0
Parts Damaged 0
Robot Analysis Total 0
Robots Rewired 0
Robots Hacked 0
Non-combat 0
Combat 0
Parse 0
Link 0
Rebooted 0
Overloaded 0
Assimilated 0
Manual 0
Secondary 0
Robot Hack Failures 0
Allies Hacked 0
Hacks Repelled 0
Total Allies 6
Largest Group 0
Highest-Rated Group 0
Highest-Rated Ally 0
Total Orders 0
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 0
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 0
Allies Melted 0
Peak Influence 577
Average Influence 194
Maximum Alert Level 2
Low Security (%) 67
Level 1 14
Level 2 17
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 19
Investigation 6
Extermination 6
Reinforcement 7
Assault 0
Exploration Rate (%) 19
Regions Visited 7
Turns Passed 5911
Depth 11 81
Depth 10 768
Depth 9 1136
Depth 8 1873
Depth 7 2053
Scrapyard 81
Materials 3777
Factory 1833
Waste 220
Prototype IDs
---------------
Heavy Ion Engine
Improved Cesium-ion Thruster
Experimental Cesium-ion Thruster
Advanced Beam Rifle
Cooled Pulse Rifle
Enhanced Force Lance
Precision Shock Rifle
Advanced Beam Cannon
Precision Grenade Launcher
Compact Tesla Bomb Launcher
Alien Tech Recovered
----------------------
None
Game
------
Seed: Trapped!
^Manual?: 1
Play Time: 126 min
Sessions: 8
Mod: N/A
Game No.: 33
ASCII: 1
Keyboard: 0
Font: 18/Terminus
Map View: 76x50
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I was tempted to go with speed after I lost everything but I think I'll avoid anything of the sort till I win a combat run.You'll have a chance (and should use it!) to show off your stealthy prowess in the upcoming event--do make an exception and speed run it to make a name for yourself on the charts to come :P
By the way, the crushers in that mysterious place blend in very well (at least, in ASCII) with the same-colour walls and terrain.It is a dangerous place, but also one with interesting possibilities ;). Like other traps, the idea is that they can be a net positive for the experienced player.
My point actually was that it's hard to see the crushers which are the same colour as the walls. I would suggest a change to either the colour of the walls or the crushers. Maybe I'm the only one that had trouble with the colouring, but just my 2c. In fact I also tend to have trouble spotting the carriers in the regular floors.Interestingly the Compactors were originally meant to stand out, but coloring in Cogmind is based on faction, and they were later switched to a separate faction for "certain reasons," and that faction happens to be colored brown. This might bother you in the Caves when those branches are added... we'll see.
After the end of that run I decided to have another go at a combat run (random seed) and this one is going a lot better.Tip: Remember batteries. The basic ones aren't so useful, but once you get the high-level ones... (it also helps to not use Lgt. power sources when you're running a combat build). Force fields and some other defensive gear are great, but drain you extra fast.Main issue is the state of my weaponry and the low energy cap of my power sources (I want a lot of energy for my force field).Spoiler (click to show/hide)
Also I noticed that stacking +resist armours doesn't give any benefits - intentional I'm sure, but it snuffed out thoughts of stacking heaps of them and becoming immune to damage!Haha, yeah, that's pretty necessary ;). You can get pretty good defense later on, and even in some cases near immunity, but full immunity is not in the cards =p
Regarding the carriers, it might be that you see them so rarely. I also have trouble noticing the | melee guys.But you have auto-labeling on, right? In which case as soon as you spot them the label and sfx will let you know where they are. I guess you mean after that while they're moving around within your view? Or perhaps once you've spotted them once and then see them again later? Maybe the auto-labeling could reset after a time so you'll get the label again, though that could get annoying.
I recall a time when I had a massive battle, and I thought it was completely over but then I kept hearing combat sounds and belatedly realised this thing was bashing me (the | ). I guess I'm used to looking for letters, and somehow I think that | must be part of the terrain or an item.'l' is generally more difficult to see given it's shape and size. I can look at the available glyphs and see if it could be changed, though with that one I'd already run out of "letters in name" and had to go with the ideographic approach of "pointy-looking thing." It's also kinda interesting that quick melee "rogues" can sneak up on you, though...
Also, a confirmation before stepping on traps is essential! I'm sure that is already underwayAlready done and part of tomorrow's release :)
Cogmind - Alpha 3b
Name: Adraius
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (8) 4000
Robots Destroyed (273) 1365
Value Destroyed (11202) 11202
Prototype IDs (24) 480
Alien Tech Identified (0) 0
Bonus (0) 0
TOTAL SCORE: 17047
Cogmind
---------
Core Integrity 0/1450
Matter 300/300
Energy 50/50
System Corruption 75%
Temperature Cool (1)
Location -2/Research
Parts
-------
Power (4)
Propulsion (2)
Utility (12)
Weapon (5)
Inventory
-----------
Light Particle Reactor
Medium Treads
Advanced Heat Sink
High-capacity Storage Unit
Peak State
------------
Power
Particle Reactor
Micro Fission Core
Light Anti-Matter Reactor
Light Anti-Matter Reactor
Propulsion
Compact Heavy Treads
Medium Treads
Utility
Experimental Energy Well
Advanced Target Analyzer
Advanced Core Analyzer
Advanced Heat Sink
Advanced Target Analyzer
Large Storage Unit
Spectral Analyzer
Experimental Matter Compressor
Advanced Heat Sink
Advanced Heat Sink
Medium Storage Unit
Advanced Target Analyzer
Weapon
Heavy Machine Gun
Gamma Rifle
Railgun
Tesla Bomb Launcher
Gamma Rifle
[Rating: 147]
Favorites
-----------
Power Micro Fission Core
Engine Improved Ion Engine
Power Core Micro Fission Core
Reactor Light Particle Reactor
Propulsion Light Treads
Treads Light Treads
Utility High-capacity Storage Unit
Device Advanced Heat Sink
Storage High-capacity Storage Unit
Processor Advanced Target Analyzer
Hackware Deep Network Scanner
Protection Hardened Light Armor Plating
Weapon Gamma Rifle
Energy Gun Gamma Rifle
Energy Cannon Heavy Ion Cannon
Ballistic Gun Railgun
Ballistic Cannon Tri-rail Accelerator
Launcher Tesla Bomb Launcher
Stats
-------
Classes Destroyed 15
Worker 28
Builder 24
Tunneler 3
Hauler 12
Recycler 30
Mechanic 1
Watcher 5
Swarmer 44
Grunt 49
Duelist 1
Protector 1
Sentry 17
Hunter 15
Programmer 41
Behemoth 2
NPCs Destroyed 0
Best Kill Streak 11
Combat Bots Only 9
Matter Collected 9289
Salvage Created 15224
Parts Attached 470
Power 70
Propulsion 34
Utility 168
Weapon 198
Parts Lost 214
Power 32
Propulsion 11
Utility 80
Weapon 91
Average Slot Usage (%) 94
Naked Turns 80
Spaces Moved 4337
Fastest Speed (%) 200
Slowest Speed (%) 6
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 5
Cave-ins Triggered 0
Teleports 0
Heaviest Build 154
Greatest Overweight (x) 32
Average Overweight (x) 1
Largest Inventory 36
Most Items Carried 36
Core Damage Taken 2875
Volleys Fired 626
Largest 5
Hottest 407
Shots Fired 2034
Gun 1728
Cannon 224
Launcher 82
Special 0
Kinetic 926
Thermal 620
Explosive 8
Electromagnetic 480
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 0
Impact 0
Slashing 0
Piercing 0
Damage Inflicted 36089
Projectiles 27359
Explosions 8713
Melee 0
Ramming 17
Highest Temperature 316
Average Temperature 69
Shutdowns 0
Energy Bleed 0
Interference 0
Matter Decay 0
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 75
Message Errors 94
Parts Rejected 28
Data loss (map) 108
Data loss (database) 53
Misfires 16
Misdirections 60
Targeting Errors 374
Weapon Failures 77
Haulers Intercepted 12
Robots Corrupted 19
Robots Melted 62
Tactical Retreats 11
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 12
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 3
Indirectly 3
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 0
Machine Familiarity 14
Terminals 10
Fabricators 0
Repair Stations 4
Recycling Units 0
Scanalyzers 0
Machines Hacked 14
Terminals 10
Fabricators 0
Repair Stations 4
Recycling Units 0
Scanalyzers 0
Total Hacks 31
Successful 10
Failed 21
Catastrophic 8
Database Lockouts 0
Manual 8
Terminals 20
Fabricators 0
Repair Stations 11
Recycling Units 0
Scanalyzers 0
Terminal Hacks 4
Record 0
Part Schematic 0
Robot Schematic 0
Robot Analysis 0
Prototype ID Bank 0
Open Door 0
Level Access Points 0
Branch Access Points 0
Emergency Access Points 1
Machine Index 0
Terminal Index 0
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Alert Level 1
Unreport Threat 1
Locate Traps 1
Disarm Traps 0
Reprogram Trap 0
Dispatch Records 0
Maintenance Status 0
Security Status 0
Surveillance Status 0
Patrol Status 0
Transport Status 0
Investigation Status 0
Extermination Status 0
Reinforcement Status 0
Assault Status 0
Recall Investigation 0
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 0
Registered Components 0
Registered Prototypes 0
Zone Layout 0
Sector Layout 0
Machine Controls 0
Hacking Detections 16
Full Trace Events 2
Feedback Events 0
Feedback Corruption 0
Feedback Part Disabled 0
Feedback Blocked 0
Robot Schematics Acquired 0
Robots Built 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 0
Parts Built 0
Part Fabrication Matter 0
Part Fabrication Time 0
Parts Repaired 2
Part Repair Time 70
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Parts Scanalyzed 0
Part Schematics Acquired 0
Parts Damaged 0
Robot Analysis Total 0
Robots Rewired 0
Robots Hacked 0
Non-combat 0
Combat 0
Parse 0
Link 0
Rebooted 0
Overloaded 0
Assimilated 0
Manual 0
Secondary 0
Robot Hack Failures 0
Allies Hacked 0
Hacks Repelled 0
Total Allies 22
Largest Group 4
Highest-Rated Group 20
Highest-Rated Ally 5
Total Orders 26
STAY 0
GOTO 5
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 19
RETURN 2
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 1
Allies Melted 0
Peak Influence 656
Average Influence 157
Maximum Alert Level 2
Low Security (%) 73
Level 1 16
Level 2 9
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 58
Investigation 5
Extermination 43
Reinforcement 9
Assault 1
Exploration Rate (%) 20
Regions Visited 10
Turns Passed 12240
Depth 11 70
Depth 10 507
Depth 9 470
Depth 8 795
Depth 7 1409
Depth 6 1729
Depth 5 74
Depth 4 848
Depth 3 3738
Depth 2 2600
Scrapyard 70
Materials 1772
Factory 4060
Research 6338
Prototype IDs
---------------
Heavy Ion Engine
Heavy Anti-Matter Reactor
Heavy Particle Gun
Advanced Beam Rifle
Cooled Pulse Rifle
Heavy Gatling Laser
Heavy Wave Gun
Heavy Tesla Rifle
Improved Assault Rifle
Precision Assault Rifle
Anti-matter Cannon
Tri-rail Accelerator
Precision Grenade Launcher
Point Singularity Launcher
Tesla Bomb Launcher
Experimental Energy Well
Experimental Matter Compressor
Spectral Analyzer
Experimental Signal Interpreter
Centrium Medium Armor Plating
Centrium Heavy Armor Plating
Experimental Reclamation Unit
Experimental Melee Analysis Suite
Improved Footprint Analyzer
Alien Tech Recovered
----------------------
None
Game
------
Seed: Trapped!
^Manual?: 1
Play Time: 328 min
Sessions: 8
Mod: N/A
Game No.: 36
ASCII: 0
Keyboard: 1
Font: 16/Dina
Map View: 90x50
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EDIT: to contrast with the number of Programmer kills, on run 1 I killed 91 Grunts and 30 Sentries; on run 2 I killed 49 Grunts and 17 Sentries. Proportionally, between not spending 4000 turns fighting through Access like I did on the first run and finding some of the early exits quickly, I fought only 54% as many Grunts and 57% as many Sentries. Meanwhile, I encountered an estimated 248% as many Programmers. What the heck?I don't see your data so I can't yet say anything about specific data points, but I can say that Programmer spawns are handled quite differently from all other robots, so you may see fewer or more of them depending on how lucky you are. It's a randomized food clock mechanic, and if you don't start seeing more and more towards the end of the game you can consider yourself lucky.
Being a storage whore, I attached one of them and took all of them with me.Note to storage whore: You've convinced me to at least remove the efficiency benefit of non-small Storage Units--not that it'll stop you but they'll be heavier now :P
that's also why an announcement outright tells you every time Programmers are sent after you--so you can do something about it in advance. (Though note that there are Programmers simply on standard patrol as well.)I feel this is optimistic, to put it mildly. I don't need a notification to tell me when Programmers are in route, my default state was 1-2 squads on their way. Even when I don't currently have any on the way, what good does a notification do me? I can find a room to barricade myself up in, but I can't afford that - like I said, I was already struggling greatly just to move from area to area. Terminals are great - indeed, for the first quarter or so of my time on sublevel 2 I had three Deep Network Scanners and one Imp Deep Network Scanner on standby as I desperately searched for a Terminal to run Access(Main) on, and to use to tell the Programmers to piss off right afterwards. I found a single Terminal, but the moment I got near it, a Sentry down a hallway at right angles spotted me, and its off-target fire destroyed it. =( After that, a critical hit on a storage utility in the midst of a large field of robot parts from an ongoing battle caused those utilities to go up in smoke, as there wasn't any open spots on the ground in range.
If you have a problem with too many Programmer dispatches, you can hack Terminals to tell them to go away.
The next version's overheating fix is also going to change the late game quite a bit (back closer to what it was).Sounds good. Frankly, on my winning run, Access did feel a little too empty of patrols, and I'm not trying to complain about overall difficulty here; the issue was that, once in Research, literally the whole game revolved around Programmers - I hardly interacted with anything else. No hacking, no exploring (just follow a stream of Programmers), virtually no stockpiles, no time to play around with prototypes, little ability to dictate what parts I'd attach, and very little enemy variation - aside from a single assault squad, it was Programmers, Programmers, Programmers. If there's a strong random component in their frequency, that also makes me nervous. Reading this thread, Happylisk also noted the number of Programmers on sublevel 3, and Arnot also died there. It sounds like this seed had a high proportion of Programmers baked in? If that's how it works, I'm worried there is a large difficulty disparity simply based on the ratio of Programmers to other squads that is determined by the seed.
I found a single Terminal, but the moment I got near it, a Sentry down a hallway at right angles spotted me, and its off-target fire destroyed it. =(One thing I think I'd like to do is try to make Terminals a little more common in the latter half of the game. Do you think they're a little rare as is?
It sounds like this seed had a high proportion of Programmers baked in?Due to the way they are called into the level, the seed will not affect Programmer dispatches at all. So they're not baked in, but I think they should be. In fact, I'll add that in Alpha 4, and it will also enable to me to more accurately control them and make sure it doesn't get unfair. (The Programmer dispatch code was a remnant of the 7DRL, and I've never been all that pleased with what was essentially a quick and dirty solution. Considering how important it is to the flow towards the end, it needs to some work.)
Despite my win, I've only ever been to Research three times now, so I can't answer this as conclusively as I'd like. I don't recall ever having too many issues finding them in the Factory, including the latter part. But past the Factory, they felt quite rare indeed. Part of that is intentional I think, but they could definitely have their frequency increased without them feeling common.I found a single Terminal, but the moment I got near it, a Sentry down a hallway at right angles spotted me, and its off-target fire destroyed it. =(One thing I think I'd like to do is try to make Terminals a little more common in the latter half of the game. Do you think they're a little rare as is?
<3It sounds like this seed had a high proportion of Programmers baked in?Due to the way they are called into the level, the seed will not affect Programmer dispatches at all. So they're not baked in, but I think they should be. In fact, I'll add that in Alpha 4, and it will also enable to me to more accurately control them and make sure it doesn't get unfair. (The Programmer dispatch code was a remnant of the 7DRL, and I've never been all that pleased with what was essentially a quick and dirty solution. Considering how important it is to the flow towards the end, it needs to some work.)
For now: I've been looking at it more over the past hour, and just changed Programmer patrol speed back to what it was [before my last post :P], instead tweaking the existing algorithm values such that Programmer dispatches will vary less wildly. There should be less a chance of Endless Programmer Scenario.
EDIT: P.S. I don't spend much time on running speedy builds, but I can recall running a storage unit on mine was pretty difficult, and I can assure you that my combat build literally does not care about weight. Maybe I should, considering the issues I had being mobile this run, but I'd need a much more radical change than the a somewhat lighter storage unit to get my speed up high enough to maneuver as well as I'd like - I doubt I can get as fast as I'd like on treads at all... hmmm... Anyway, storage units may well need a nerf, but I think this one hits the wrong target.I edit posts a LOT, as you may have noticed, sometimes for addendums like this, but mostly for grammar errors, if you're confused as to why some of my posts get like 20 edits. =P
Anyway, storage units may well need a nerf, but I think this one hits the wrong target.This change isn't meant to be The Nerf, if one is even necessary. I just think it's a good opportunity to remove the bonus I'd given the heavier ones when designing the original set. It will now be a straight conversion, 2 mass per 2 storage, rather than allowing heavier units to store more per mass unit. (I was thinking of doing this even before releasing Alpha 1, because the current ratio dates back to the 7DRL and wasn't as well thought out, but decided to wait on it.)
Kyzrati I just read through your writeup and it might be the best one I've yet read in Cogmind. I'm going to have to look into this reactor destabilising mechanic and hunters cloaking :)What writeup is this?
Kyzrati I just read through your writeup and it might be the best one I've yet read in Cogmind. I'm going to have to look into this reactor destabilising mechanic and hunters cloaking :)What writeup is this?
Cogmind - Alpha 3b
Name: Anonymous354423210
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (6) 3000
Robots Destroyed (193) 965
Value Destroyed (7217) 7217
Prototype IDs (16) 320
Alien Tech Identified (0) 0
Bonus (0) 0
TOTAL SCORE: 11502
Cogmind
---------
Core Integrity 0/1150
Matter 51/300
Energy 650/650
System Corruption 8%
Temperature Cool (15)
Location -4/Factory
Parts
-------
Power (3)
Propulsion (3)
Utility (9)
Improved Energy Well
Weapon (4)
Inventory
-----------
Improved Heat Sink
Peak State
------------
Power
Light Anti-Matter Reactor
Light Anti-Matter Reactor
Light Anti-Matter Reactor
Propulsion
Medium Treads
Heavy Treads
Utility
Improved Energy Well
Improved Cooling System
Improved Cooling System
Damper Plating
Improved Cloaking Device
Medium Storage Unit
Improved Heat Sink
Weapon
Beamcaster
Autogun
Railgun
Railgun
[Rating: 102]
Favorites
-----------
Power Light Nuclear Core
Engine Light Angular Momentum Engine
Power Core Light Nuclear Core
Reactor Anti-Matter Reactor
Propulsion Light Treads
Treads Light Treads
Leg Improved Titanium Leg
Utility Improved Heat Sink
Device Improved Heat Sink
Storage High-capacity Storage Unit
Processor Advanced Targeting Computer
Hackware Connection Mask
Protection Hardened Light Armor Plating
Weapon Beamcaster
Energy Gun Beamcaster
Energy Cannon Advanced Beam Cannon
Ballistic Gun Assault Rifle
Ballistic Cannon Gauss Cannon
Launcher Shock Bomb Launcher
Slashing Weapon Centrium Greatsword (it was faulty, darnit!)
Special Melee Weapon Datajack
Stats
-------
Classes Destroyed 16
Worker 12
Builder 13
Tunneler 2
Hauler 8
Recycler 18
Mechanic 1
Operator 3
Watcher 11
Swarmer 31
Grunt 45
Brawler 4
Duelist 1
Protector 1
Sentry 12
Hunter 4
Programmer 27
NPCs Destroyed 0
Best Kill Streak 11
Combat Bots Only 9
Matter Collected 5838
Salvage Created 7911
Parts Attached 309
Power 42
Propulsion 32
Utility 126
Weapon 109
Parts Lost 98
Power 12
Propulsion 8
Utility 40
Weapon 38
Average Slot Usage (%) 88
Naked Turns 25
Spaces Moved 6123
Fastest Speed (%) 200
Slowest Speed (%) 8
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 2
Cave-ins Triggered 0
Teleports 0
Heaviest Build 112
Greatest Overweight (x) 24
Average Overweight (x) 0
Largest Inventory 20
Most Items Carried 20
Core Damage Taken 2152
Volleys Fired 500
Largest 4
Hottest 282
Shots Fired 1380
Gun 1033
Cannon 321
Launcher 26
Special 0
Kinetic 752
Thermal 362
Explosive 15
Electromagnetic 251
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 3
Impact 0
Slashing 0
Piercing 0
Damage Inflicted 18147
Projectiles 14403
Explosions 3732
Melee 0
Ramming 12
Highest Temperature 388
Average Temperature 82
Shutdowns 3
Energy Bleed 1
Interference 6
Matter Decay 0
Short Circuit 1
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 10
Message Errors 57
Parts Rejected 34
Data loss (map) 70
Data loss (database) 32
Misfires 11
Misdirections 37
Targeting Errors 35
Weapon Failures 9
Haulers Intercepted 8
Robots Corrupted 2
Robots Melted 9
Tactical Retreats 8
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 6
Indirectly 6
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 0
Machine Familiarity 19
Terminals 11
Fabricators 2
Repair Stations 3
Recycling Units 1
Scanalyzers 2
Machines Hacked 19
Terminals 11
Fabricators 2
Repair Stations 3
Recycling Units 1
Scanalyzers 2
Total Hacks 57
Successful 34
Failed 23
Catastrophic 1
Database Lockouts 0
Manual 1
Terminals 42
Fabricators 2
Repair Stations 7
Recycling Units 2
Scanalyzers 4
Terminal Hacks 25
Record 16
Part Schematic 1
Robot Schematic 0
Robot Analysis 0
Prototype ID Bank 0
Open Door 0
Level Access Points 0
Branch Access Points 0
Emergency Access Points 0
Machine Index 0
Terminal Index 0
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Alert Level 2
Unreport Threat 0
Locate Traps 2
Disarm Traps 0
Reprogram Trap 1
Dispatch Records 0
Maintenance Status 1
Security Status 0
Surveillance Status 0
Patrol Status 0
Transport Status 0
Investigation Status 0
Extermination Status 0
Reinforcement Status 0
Assault Status 0
Recall Investigation 0
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 0
Registered Components 0
Registered Prototypes 0
Zone Layout 1
Sector Layout 0
Machine Controls 1
Hacking Detections 22
Full Trace Events 3
Feedback Events 0
Feedback Corruption 0
Feedback Part Disabled 0
Feedback Blocked 0
Robot Schematics Acquired 0
Robots Built 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 1
Parts Built 0
Part Fabrication Matter 0
Part Fabrication Time 0
Parts Repaired 1
Part Repair Time 35
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Parts Scanalyzed 1
Part Schematics Acquired 0
Parts Damaged 0
Robot Analysis Total 0
Robots Rewired 0
Robots Hacked 0
Non-combat 0
Combat 0
Parse 0
Link 0
Rebooted 0
Overloaded 0
Assimilated 0
Manual 0
Secondary 0
Robot Hack Failures 0
Allies Hacked 2
Hacks Repelled 0
Total Allies 9
Largest Group 0
Highest-Rated Group 0
Highest-Rated Ally 0
Total Orders 0
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 0
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 2
Allies Melted 0
Peak Influence 890
Average Influence 250
Maximum Alert Level 3
Low Security (%) 46
Level 1 30
Level 2 21
Level 3 1
Level 4 0
Level 5 0
Squads Dispatched 36
Investigation 4
Extermination 24
Reinforcement 7
Assault 1
Exploration Rate (%) 19
Regions Visited 10
Turns Passed 12849
Depth 11 245
Depth 10 706
Depth 9 1136
Depth 8 2060
Depth 7 2838
Depth 6 1505
Depth 5 3316
Depth 4 1043
Scrapyard 245
Materials 3902
Factory 7803
Waste 899
Prototype IDs
---------------
Heavy Ion Engine
Centrium Heavy Treads
Heavy Particle Gun
High-powered Electrolaser
Improved Heavy Laser
Heavy EM Shotgun
Advanced Beam Cannon
Cooled Particle Cannon
Enhanced Autogun
Precision Grenade Launcher
Rocket Array
Centrium Greatsword
Improved Energy Well
Experimental Sensor Array
Advanced Power Amplifier
Dimensional Manipulator
Alien Tech Recovered
----------------------
None
Game
------
Seed: Trapped!
^Manual?: 1
Play Time: 321 min
Sessions: 4
Mod: N/A
Game No.: 2
ASCII: 0
Keyboard: 1
Font: 18/Cogmind
Map View: 76x50
Well! Sorry this is quite so late, but my first attempt at a combat run in a while turned into one of my best runs in a while full stop, so I decided to take my time. I hope it still counts? :)Congrats on the great run! =D
Turns out this was a great seed for it - an all-importaint launcher just right there early on, combined with armour and a healhthy stream of weapons... yeah, this was fun.
Until the hidden level trapped me with [REDACTED]s who not only outrun a tracked Cogmind, but laugh at my puny weapons too... who knocked off everything I owned and blew up my 20-odd spare parts to boot. Which, of course, lets you run the Core hover movement, so I ran for it... and stumbled into a horde of buddies, who promptly murdered everything on the level? Honestly, I halfway expected a story element there. My one regret: My Hcp Storages were both obliterated in the initial confrontation... else I'd have taken everything with me. :D
Alas, without them, I was running well equipped but very 'lean' on spares for a while, and the just slightly pesky assassins chewed through my equipment. I died surrounded by two assassin teams, a pair of hackers, and a squad of Veterans, amidst exploding nuclear reactors.
Glorious.Code: [Select]Cogmind - Alpha 3b
Name: Anonymous354423210
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (6) 3000
Robots Destroyed (193) 965
Value Destroyed (7217) 7217
Prototype IDs (16) 320
Alien Tech Identified (0) 0
Bonus (0) 0
TOTAL SCORE: 11502
Cogmind
---------
Core Integrity 0/1150
Matter 51/300
Energy 650/650
System Corruption 8%
Temperature Cool (15)
Location -4/Factory
Parts
-------
Power (3)
Propulsion (3)
Utility (9)
Improved Energy Well
Weapon (4)
Inventory
-----------
Improved Heat Sink
Peak State
------------
Power
Light Anti-Matter Reactor
Light Anti-Matter Reactor
Light Anti-Matter Reactor
Propulsion
Medium Treads
Heavy Treads
Utility
Improved Energy Well
Improved Cooling System
Improved Cooling System
Damper Plating
Improved Cloaking Device
Medium Storage Unit
Improved Heat Sink
Weapon
Beamcaster
Autogun
Railgun
Railgun
[Rating: 102]
Favorites
-----------
Power Light Nuclear Core
Engine Light Angular Momentum Engine
Power Core Light Nuclear Core
Reactor Anti-Matter Reactor
Propulsion Light Treads
Treads Light Treads
Leg Improved Titanium Leg
Utility Improved Heat Sink
Device Improved Heat Sink
Storage High-capacity Storage Unit
Processor Advanced Targeting Computer
Hackware Connection Mask
Protection Hardened Light Armor Plating
Weapon Beamcaster
Energy Gun Beamcaster
Energy Cannon Advanced Beam Cannon
Ballistic Gun Assault Rifle
Ballistic Cannon Gauss Cannon
Launcher Shock Bomb Launcher
Slashing Weapon Centrium Greatsword (it was faulty, darnit!)
Special Melee Weapon Datajack
Stats
-------
Classes Destroyed 16
Worker 12
Builder 13
Tunneler 2
Hauler 8
Recycler 18
Mechanic 1
Operator 3
Watcher 11
Swarmer 31
Grunt 45
Brawler 4
Duelist 1
Protector 1
Sentry 12
Hunter 4
Programmer 27
NPCs Destroyed 0
Best Kill Streak 11
Combat Bots Only 9
Matter Collected 5838
Salvage Created 7911
Parts Attached 309
Power 42
Propulsion 32
Utility 126
Weapon 109
Parts Lost 98
Power 12
Propulsion 8
Utility 40
Weapon 38
Average Slot Usage (%) 88
Naked Turns 25
Spaces Moved 6123
Fastest Speed (%) 200
Slowest Speed (%) 8
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 2
Cave-ins Triggered 0
Teleports 0
Heaviest Build 112
Greatest Overweight (x) 24
Average Overweight (x) 0
Largest Inventory 20
Most Items Carried 20
Core Damage Taken 2152
Volleys Fired 500
Largest 4
Hottest 282
Shots Fired 1380
Gun 1033
Cannon 321
Launcher 26
Special 0
Kinetic 752
Thermal 362
Explosive 15
Electromagnetic 251
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 3
Impact 0
Slashing 0
Piercing 0
Damage Inflicted 18147
Projectiles 14403
Explosions 3732
Melee 0
Ramming 12
Highest Temperature 388
Average Temperature 82
Shutdowns 3
Energy Bleed 1
Interference 6
Matter Decay 0
Short Circuit 1
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 10
Message Errors 57
Parts Rejected 34
Data loss (map) 70
Data loss (database) 32
Misfires 11
Misdirections 37
Targeting Errors 35
Weapon Failures 9
Haulers Intercepted 8
Robots Corrupted 2
Robots Melted 9
Tactical Retreats 8
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 6
Indirectly 6
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 0
Machine Familiarity 19
Terminals 11
Fabricators 2
Repair Stations 3
Recycling Units 1
Scanalyzers 2
Machines Hacked 19
Terminals 11
Fabricators 2
Repair Stations 3
Recycling Units 1
Scanalyzers 2
Total Hacks 57
Successful 34
Failed 23
Catastrophic 1
Database Lockouts 0
Manual 1
Terminals 42
Fabricators 2
Repair Stations 7
Recycling Units 2
Scanalyzers 4
Terminal Hacks 25
Record 16
Part Schematic 1
Robot Schematic 0
Robot Analysis 0
Prototype ID Bank 0
Open Door 0
Level Access Points 0
Branch Access Points 0
Emergency Access Points 0
Machine Index 0
Terminal Index 0
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Alert Level 2
Unreport Threat 0
Locate Traps 2
Disarm Traps 0
Reprogram Trap 1
Dispatch Records 0
Maintenance Status 1
Security Status 0
Surveillance Status 0
Patrol Status 0
Transport Status 0
Investigation Status 0
Extermination Status 0
Reinforcement Status 0
Assault Status 0
Recall Investigation 0
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 0
Registered Components 0
Registered Prototypes 0
Zone Layout 1
Sector Layout 0
Machine Controls 1
Hacking Detections 22
Full Trace Events 3
Feedback Events 0
Feedback Corruption 0
Feedback Part Disabled 0
Feedback Blocked 0
Robot Schematics Acquired 0
Robots Built 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 1
Parts Built 0
Part Fabrication Matter 0
Part Fabrication Time 0
Parts Repaired 1
Part Repair Time 35
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Parts Scanalyzed 1
Part Schematics Acquired 0
Parts Damaged 0
Robot Analysis Total 0
Robots Rewired 0
Robots Hacked 0
Non-combat 0
Combat 0
Parse 0
Link 0
Rebooted 0
Overloaded 0
Assimilated 0
Manual 0
Secondary 0
Robot Hack Failures 0
Allies Hacked 2
Hacks Repelled 0
Total Allies 9
Largest Group 0
Highest-Rated Group 0
Highest-Rated Ally 0
Total Orders 0
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 0
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 2
Allies Melted 0
Peak Influence 890
Average Influence 250
Maximum Alert Level 3
Low Security (%) 46
Level 1 30
Level 2 21
Level 3 1
Level 4 0
Level 5 0
Squads Dispatched 36
Investigation 4
Extermination 24
Reinforcement 7
Assault 1
Exploration Rate (%) 19
Regions Visited 10
Turns Passed 12849
Depth 11 245
Depth 10 706
Depth 9 1136
Depth 8 2060
Depth 7 2838
Depth 6 1505
Depth 5 3316
Depth 4 1043
Scrapyard 245
Materials 3902
Factory 7803
Waste 899
Prototype IDs
---------------
Heavy Ion Engine
Centrium Heavy Treads
Heavy Particle Gun
High-powered Electrolaser
Improved Heavy Laser
Heavy EM Shotgun
Advanced Beam Cannon
Cooled Particle Cannon
Enhanced Autogun
Precision Grenade Launcher
Rocket Array
Centrium Greatsword
Improved Energy Well
Experimental Sensor Array
Advanced Power Amplifier
Dimensional Manipulator
Alien Tech Recovered
----------------------
None
Game
------
Seed: Trapped!
^Manual?: 1
Play Time: 321 min
Sessions: 4
Mod: N/A
Game No.: 2
ASCII: 0
Keyboard: 1
Font: 18/Cogmind
Map View: 76x50
Turns out this was a great seed for it - an all-importaint launcher just right there early on, combined with armour and a healhthy stream of weapons... yeah, this was fun.It was! Treads, armor, and a launcher all just waiting for you at the beginning :D