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Messages - Kyzrati

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2851
Competitions / Re: Weekly Seed #37 [Alpha 7b] [Seed: Distress Signal]
« on: April 27, 2016, 05:47:17 AM »
Well unfortunately the most recent seeds have gotten no attention, though I imagine the half-completed caves didn't give Alpha 7 quite enough life to last through to Alpha 8 :P.

I'm rather excited to get back into the seeds beginning with the next one, however, since the caves are mostly complete and offer some new toys.

I've done one Alpha 8 run so far, yesterday as a pre-release test, and broke the Cogmind all-time high score record with an almost-win at 38k. Spent a lot of time wandering the caves and got some nice intel, gear, and friends for it, but I admit I also triggered a war in Research, which helped pass through one floor relatively unscathed. Hunters were not as much of a problem for my combat build as I feared. I only lost because I had no reliable way to find the final exit, and was running around hoping to get lucky :P. Spent 4,000 turns in Access alone, much of the time at Alert Level 5 annihilating squad after squad. Oh man I wish that was a seed run!


Got lucky and found a ton of launchers on the way, and also really enjoying having 800 matter stores with a good compressor.

Now I need to try this again for the leaderboards ;) (and with a proper seed--this one was random since I wasn't using 7b...)

2852
Fixed Bugs & Non-Bugs / Re: CTD in Zion.
« on: April 26, 2016, 10:32:27 PM »
This bug is fixed, and I've integrated it into the regular download without a new version update since you found this so quickly :P

You and anyone who downloaded Alpha 8 immediately on release can simply update via this patch. Saves are compatible, just drop in the .exe!

Thanks again! (I think I need to start giving some of you a build a day in advance just so this doesn't happen every time ::). It's always something...)

Edit: You'll be properly credited in the next official release.

2853
Fixed Bugs & Non-Bugs / Re: CTD in Zion.
« on: April 26, 2016, 10:15:22 PM »
Wow, so glad I finally added the seed to the log output--with your screenshot and log, I found the exact 'z' and repeated the exact bug already :P

Apparently despite being so "sure" of myself, it's actually a problem with an assumption in the transmission display window. I'll have it fixed shortly!

Edit: Nope, it was a specific type of benefit message alright :P

2854
Fixed Bugs & Non-Bugs / Re: CTD in Zion.
« on: April 26, 2016, 10:02:06 PM »
Thanks for the log (and dammit, already :/) (and wow, you're fast ;)). I'm sure it must've been a specific record. There are a ton of them in there. I'll look into it ASAP. That was probably one of the records that is supposed to give you an advantage--there's still no automated system to check those...

2855
General Discussion / Alpha 8 Discussions [SPOILER VERSION]
« on: April 26, 2016, 08:50:29 PM »
Use this thread for general feedback and discussion about the most recent release, if you want to talk about something that you don't feel warrants a dedicated thread.

This is the open spoiler version, for discussions where you plan to talk about spoilery content and don't want to bother with spoiler tagging. Do not read this thread if you want to avoid spoilers! For non-spoiler discussion, feel free to use the non-spoiler discussion thread here.

Alpha 8 release notes and changelog.

2856
General Discussion / Alpha 8 Discussion/Feedback (spoiler-free)
« on: April 26, 2016, 08:50:26 PM »
Here's the place for general spoiler-free feedback and discussion about the most recent releases, if you want to talk about something that you don't feel warrants a dedicated thread.

Alpha 8 release notes and changelog.

If you want to freely talk about spoiler content without the annoyance of spoiler tags, there's a thread for that :D. Note that it's fine to talk about spoilers here as well (if perhaps they're only a small part of what you have to say), just tag them appropriately.

2857
Announcements / Released: Alpha 8 - "The Plot Thickens"
« on: April 26, 2016, 08:33:47 PM »
The latest and greatest Cogmind is now @ Alpha 8 :D

As usual, for some pretty pictures there's the sampling of preview gifs and images, but those just cover supplementary features rather than the true focus of this release.

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

Alpha 8 is the first very lore-heavy release. There's been plenty of lore available from terminals before, and a few NPC encounters that shed some light on things, but now we have a new pair of maps dedicated to learning more about what has and is happening in the world. Both of them are found in the caves, meaning all but one of the four primary cave branches are now complete (although there will be one or more even deeper caves in the future).

Unlike previous releases, this one includes fewer features or changes that apply across the entire game, instead focusing more specifically on the new maps, so to reach and experience much of the new content you'll want to explore more of the cave systems.

Among that new content is something I've been talking about for a long time: A lot of NPCs that will tell you more about the world, which includes information and tips that might not be so obvious, or that you may not have figured out on your own yet. These tips could give you an edge when tackling other challenges throughout the world.

(And to save you some time, I'll tell you now: Don't bother trying to get into the locked area at the back of Zion. That's for a later release.)

This is also the first release in which you can learn a larger number of unauthorized hacks via in-game methods. (Much of the remainder will be learnable come Alpha 9.)

Ambient Sound

We've always had some machines that produce sound, though only a limited selection for now (the full range will be added later on once most maps are complete). However, Alpha 8 comes with a new sound-related experiment: map-wide background ambiance!

This will only play in the Caves (lower/upper/proximity), and can be controlled via the "locale" volume setting in your options. If you migrate your settings from a previous version, it will still be set off, so change that if you want to hear what it sounds like. (For those who don't migrate user settings, I've now set the default to on.)

It's just a little test, something I threw in there for fun, which will definitely change at some point. We're still far from being settled on how to handle background sound, aside from my plans to eventually have all machines rumbling and beeping and whatever's appropriate.

Miscellaneous Notes
  • The FOV setting will default to real-time updating with fade-in, and you can now change that behavior in the options menu.
  • Having the analysis data for a given robot is even better now, since it also helps you dodge attacks from that variant.
  • For the longest time Recyclers apparently had an obscure bug in their inventory drop code that was sometimes causing them to skip dropping one or more of the items they'd collected. I always thought that was weird, but imagined I must've coded it that way as part of the salvage process, there being a chance of losing some of the inventory randomly due to collateral damage. On closer inspection for some of the more recent inventory-important encounters, I discovered it was a mistake, and I do believe you should be able to retrieve everything stolen by Recyclers, so that's now possible :D
  • Some of you will be very happy to know that Operators can no longer screw you over at the Recycling entrance, or the Access lift terminal, etc. While I don't think it was necessarily too mean before because--I don't think anyone was aware of this, but--you could theoretically critical your way through those doors even without unlocking them. But now that that particular approach has been removed, it would be too mean. (There are still at least three different non-hacking methods of getting through such doors, though!)

The full Alpha 8 (0.10.160427) changelog:

* NEW: Branch map "Zion"
* NEW: Branch map "[redacted]"
* NEW: 3 new alien artifacts
* NEW: 4 new major NPCs (unique robot classes)
* NEW: 1 more plot-related NPC encounter
* NEW: 1 unique weapon (completely different mechanics)
* NEW: 28 new items
* NEW: Several new common robot classes
* NEW: More lore to uncover in dozens of terminal records
* NEW: Hundreds of lines of minor NPC dialogue covering lore, plot, and in-theme tips
* NEW: Greater variety of cave encounters
* NEW: Experimental map-wide ambient sound in caves (on by default, deactivate via "locale" audio setting in options)
* NEW: Robot analysis benefits include a -5% hit modifier for those attackers (i.e. easier to dodge them)
* NEW: Robot analysis benefits included among full-detail calculations output
* NEW: Real-time FOV updating as obstructions are destroyed (optional)
* NEW: FOV changes revealed via fade-in (optional)
* NEW: Brighten and color known areas outside FOV by holding '`' (undocumented command)
* NEW: Part/inventory data visualization now includes relative mass mode (toggle via integrity 'w' command/button)
* NEW: 6 more machine types unique to -1/Access (some of them go BOOM)
* NEW: 5 more Trojan hacks
* NEW: Capable drones share terrain scanning data with Cogmind
* NEW: Robots with unspoken dialogue requiring bump-to-talk marked by blinking '?' (or by unique background color if motion trails inactive)
* NEW: Score sheet records total number of actions taken
* NEW: All supporter names registered since Alpha 7 added to in-game list (see Credits menu)
* NEW: All item-attribution names registered since Alpha 7 added to the item collection gallery
* MOD: Main Access Shell behavior changed for non-combat approaches
* MOD: Decomposers no longer break down matter, work slower in general, and are confined to smaller areas
* MOD: Derelict workers and recyclers destroyed in caves no longer have self-destruct mechanism on salvageable parts
* MOD: Derelict recyclers no longer collect matter or data logs
* MOD: Fire traps cause a greater heat surge in victim
* MOD: Relative encounter/prefab weights tweaked across all maps
* MOD: -1/Access has fewer empty rooms
* MOD: Operators no longer stationed at terminals that can be hacked to open a door
* MOD: Increased effect of Spotters (e.g. in areas like Recycling)
* MOD: Fabricated robots no longer leave salvageable parts (but still drop matter salvage)
* MOD: Derelict component schematics no longer accessible at 0b10 terminals via manual hacks
* MOD: Hackable (orange) blast doors immune to critical hit instant destruction effect
* MOD: Broadcast Trojan message uses different color and formatting
* MOD: Scan window unspoken dialogue indicator uses '?' rather than '!' (further differentiated from hostile spotted indicator)
* MOD: Context help for critical strike makes explicit mention of effect against props
* MOD: Dialogue triggered by robot entering view happens immediately regardless of player speed
* MOD: Gallery collection percent is now animated
* MOD: Optimized AI initialization to avoid the short pause during first turns in large maps like Factory
* FIX: Crash on opening data for remaining piece of interactive machine after destroying its interactive piece [Enno, Happylisk]
* FIX: Crash on triggering a fire trap with no occupant at that location (e.g. dodged or remote triggered) [Sherlockkat]
* FIX: One of the Extension exits inaccessible via auto-ascend (required manual key/mouse command) [Shobalk]
* FIX: Extra '0' shown at the bottom of score sheet's turn count list [Sherlockkat]
* FIX: In rare cases the only cave exit could be rendered inaccessible by earth collapsing directly on top of it [Sherlockkat]
* FIX: Experimental Hacking Suites and System Shields weren't classified as prototypes [Decker]
* FIX: Unique manual hacks used on the wrong target still counted against their usage limit [Decker]
* FIX: Recyclers weren't dropping entire inventory contents when destroyed
* FIX: Mechanic repairs to attached parts didn't update the integrity indicator in Cogmind's part list
* FIX: Fire trap heat transfer mechanic was activating for adjacent positions, but not the origin
* FIX: Derelict-installed traps in caves rigged to trigger on the wrong faction (intended to be friendly)
* FIX: Self-destruct Interrupters (new in Alpha 7) were auto-activating and running out of power (so no one's ever seen one :P)
* FIX: Log message output for pre-learned machine locations reversed inteactive/non-interactive designations
* FIX: Weapon info projectile count indicator added for Alpha 7 wasn't displaying

(As usual, if you haven't already, 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.)

2858
Everything REXPaint / Re: Show off your REXPAINT creations
« on: April 25, 2016, 08:20:56 PM »
I was wondering when this thread would get back on topic ;). Love the map! Really unique style. Another frequent REXPaint user threatening to take over the gallery :P

2859
Announcements / Upcoming Features (Alpha 8)
« on: April 24, 2016, 08:26:00 PM »
The caves are about to get a lot more interesting.

But, well, I'm not showing any of that...

One of these days I need to spoil stuff, because honestly it's sometimes tough pulling together enough to advertise a new major release without spoiling anything xD

So as usual, here's a peek at what's coming in Alpha 8, which I'm planning to release soon. "Soon" as in this week soon.


Real-time FOV updating as obstructions are destroyed (optional).


FOV reveals support fade-in (also optional).


Hold the ` key to brighten and color known areas outside FOV.


Part/inventory data visualization includes a relative mass mode (for a total of six optional info modes).


-1/Access has been barren too long, so now there are more machines to entertain you.


If you can find drones equipped with terrain scanning gear, they'll share that intel with you, too.


Some NPCs require bump-to-talk, and if they have unspoken dialogue when you see them they'll be marked with a blinking '?' (in addition to the regular indicators--a '?' in the scan window, and a glowing "(transmission)" in their info window).


A couple dozen new parts, the art for which you can see a few samples of here.


Gallery item collection percent is now animated.


AI initialization is now optimized to avoid the short pause during the first turns in large maps like Factory. Here you can see the AIs gradually waking up over the first few turns on the map, beginning with those closest to your starting position.


Okay I guess there was some stuff worth showing after all :P

For the best you'll just have to play, although I'll give some more direction in the proper release notes, including coverage of the many non-visual features.

2860
Everything REXPaint / Re: Show off your REXPAINT creations
« on: April 24, 2016, 02:43:14 AM »
I've considered the restart possibility, if just for the convenience of having it do that when you change those settings in the options menu rather than requiring a manual restart. In theory it's possible, though it would be quite a lot of work for that one feature because you'd lose all UI state data, undo histories, etc. (everything that normally just resides in memory), meaning there would have to be methods to explicitly store and retrieve all that info after a restart to preserve continuity. That's a lot of new code and testing!

2861
Everything REXPaint / Re: Show off your REXPAINT creations
« on: April 23, 2016, 01:00:28 AM »
You are right, dunno really. Replaced image from my post to not clutter thread with same image 3 times...
Alrighty, I'll use the newer one.

Yay. I would really like this override. I understand it would be difficult to edit, but I dont't mind, pros outweights cons for me. There is a shifting already, happy I checked manual already :D, so it is a matter of picking specific glyph before switching to big font. Thank you in advance! :)
Okay, if you think you'd really use it, sure. I've honestly used that myself for a couple special cases so it's easy to do, just not a generally available feature :). I could put the override in the config file. Since that's easy to add, maybe I'll find a couple other easy things to throw together and put out a quick new version after the next Cogmind release is out the door.

(Too bad the big things would be way too much work right now, like a revamped UI with support for more chars and layers.)

Also would like to see REXPaint have option to automatically set size of its canvas to size of current image.
The canvas size can't be changed once the program has started :(

One recommendation from my own techniques: I have multiple copies of REXPaint pre-configured for different purposes, so some might have a larger canvas and a certain font and palette ready for a certain type of work, and another would have a different set, etc. I have four different REXPaints for Cogmind work alone :P

2862
Everything REXPaint / Re: Show off your REXPAINT creations
« on: April 22, 2016, 05:46:09 AM »
I'd like you to put labels below what these things are, again I like something but can't even name it :)
I'm talking about left most, middle row one. Looks to me like a wifi router  ;D
Heh, yeah, they're labeled in game of course but since I don't like to spoil stuff I don't tend to name new content by default. Wi-Fi router is fairly close--it happens to be a type of transmission jammer :)

Cogmind's art is somewhat abstract, so it's generally meant to be viewed together with its other info. In this case we have a mix of various different components but no indication of what they might be, heh.

@melrabo
Your train-game images are one of the greatest here, why cry face?
Exactly! melrabo does some amazing work; maybe just too busy lately? :P

2863
Everything REXPaint / Re: Show off your REXPAINT creations
« on: April 22, 2016, 03:46:24 AM »
Haven't been working on anything yourself lately, melrabo? :)

I ended up REXPainting a bunch of stuff for Cogmind this week. A random assortment of components, from among a couple dozen new ones:

2864
Everything REXPaint / Re: Show off your REXPAINT creations
« on: April 21, 2016, 09:47:45 PM »
Looks good! (Although why do you use jpgs instead of just ctrl-e to export the png? Then it's both lossless and the file size is still tiny due to its ASCII nature and RLE.)

I feel very limited with 4 layers, especially when I try some animating.
Mostly waiting for modular GUI (would like to position/ remove specific parts myself) and ability to use bigger font for a while (changing with mouse scroll) even if resolution is too small for this (so I can work on specific detail). Will check command list thoroughly then. :) I think someone in another thread mentioned using custom fonts (more chars) which would be very awesome.
Ah okay, got it. Those are all previously requested things I'd like to work on (except for fonts too large for your desktop--I can allow you to override the window size restrictions for special purposes, but it would be difficult to edit since the window would be larger than your screen).

P.S. It just occurred to me that you asked me way before to post on Sharing Saturday on roguelikedev subreddit, not gamedev. Will post there in the next week then. :)
Yeah, the /r/roguelikedev SS is better :D

2865
Announcements / Progress Update: April 21, 2016
« on: April 21, 2016, 08:16:52 AM »
The meat of Alpha 8 is mostly complete. Not much to show you, though, because as you probably know by now I like players to have the opportunity to discover things for themselves. Lots of fun new stuff on the way ;D

The release would ideally be next week, though I've been slowed a bit due to a bike accident and the resulting repeated doctor visits this week (basically: bikers coming at me on my side of the path insisted on blocking my way, and I swerved at the last second to avoid them and wiped out, ripping much of the skin off the outside of my lower left leg >:().

Regardless, the next announcement will be the usual release preview, once I'm pretty sure of the date. I still have to finish some of the new branch content, then decide whether there's enough time to add a few more of the items from the general feature list. I'm still looking at next week, but it'll depend on how smoothly the next couple days go, and how much I try to cram in at the last minute :P

Meanwhile, over on the blog I posted an article about FOV Aesthetics. Spoiler-free, so check that out if you're interested in some technical and design discussion, with of course a bunch of images. For example, this demo of a new optional feature: FOV fade-in


Okay, now I've got some robots to code :D

2866
Everything REXPaint / Re: Show off your REXPAINT creations
« on: April 20, 2016, 10:26:14 AM »
Fire looks great, though! :D

2867
Everything REXPaint / Re: Show off your REXPAINT creations
« on: April 20, 2016, 03:07:15 AM »
You lessen the impact by making it enjoyable to look at ;)

Generated fog would look cool! Though I wonder if not really worth it in this case. Having the fires animated might be good enough, and keep the focus on the (now-destroyed...) player. If the background were to be animated it would need to be really subtle.

2868
Fixed Bugs & Non-Bugs / Re: Rewiring Bots
« on: April 19, 2016, 06:32:05 PM »
Yeah, this happens now due to a fix in Alpha 5, before which you couldn't fly over disabled bots and would always rewire them. Now if you want to rewire while flying you have to force-attack the target, or shut off your flight propulsion and move into it. There are always some situations where we can't have everything work perfectly automatically since the engine can't know your purpose :)

2869
General Discussion / Re: Alpha 7/7b Discussions [SPOILER VERSION]
« on: April 18, 2016, 11:03:58 PM »
Quote
It's sometimes hard to find the nova cannon you need to punch through the walls in Research, though, so having launchers handy is still useful.
That's the kind of thing a friendlier fabrication system will be able to fix. It might make things too easy for experts who always know exactly what they want, but we'll see...
Do you need a nova cannon? I have punched my way through research walls with hvy plasma cannons, hvy neutron cannons and neutron cannons, all of which you can find in factory.
Nope. You can easily get through Research walls even with mid-tier cannons. Maybe Decker is obsessed with heavy firepower guaranteed to melt anything instantly? :P

2870
General Discussion / Re: Alpha 7/7b Discussions [SPOILER VERSION]
« on: April 14, 2016, 06:55:23 PM »
Wow, another Alpha 7 victory, and a really fast one!

Spent some time looking for a weapon to blow through the shell and found a micro-nuke. By the way, the micro-nuke launcher does zero damage to the reinforced walls guarded by those behemoths. I would have won a previous run if I that would have worked.
That's right, those are blast doors. If you have a Structural Scanner you can get the full analysis on them and see that they are incredibly reinforced against EX damage. The easiest way to get through is either with a powerful TH cannon, or simply crit your way through it with any regular guns/cannons. Most melee weapons can also bring it down.

The only trouble comes from swarmers. I avoid them like the plague.
The S-43 variant has a fitting name, don't you think? ;)

iv) A mid-game thermal cannon: lets me burrow through walls with no matter cost. This has saved my ass more than once. You can get a sense of the local level layout by watching civilian traffic and figure out which walls to blow through. I have avoided some major thoroughfares in research via this method. Lot less messier than launchers.
Good tactic. I should do that more often. I do it occasionally, but don't usually have sensors, and end up in those thoroughfares, pull out the launcher, and oh man it gets tough from there as more patrols show up :P

(This is with a combat build, though...)

It's sometimes hard to find the nova cannon you need to punch through the walls in Research, though, so having launchers handy is still useful.
That's the kind of thing a friendlier fabrication system will be able to fix. It might make things too easy for experts who always know exactly what they want, but we'll see...

2871
General & Off-Topic / Re: Introduce Yourself!
« on: April 14, 2016, 09:04:17 AM »
Now I see!

I always loved both parts of the old X-Com games equally. I do hope to eventually fill in the other half of X@COM (and of course make the current half much, much better). I know what you mean about the "having one without the other," though. Certainly more focused. I was playing it for a bit yesterday, in order to get some screenshots for my latest FOV blog post, and that was pretty fun.

Cogmind is definitely taking the quicker action-oriented route.

Interesting to hear you were playing around with OXC. In fact, that code base had some influences on the architecture of my own X@COM engine many years ago. I used to hang out on the OXC forums while working on X@COM, too, and still visit almost every day, actually :). (That pirate conversion is looking awesome.)

2872
General & Off-Topic / Re: Introduce Yourself!
« on: April 14, 2016, 12:47:58 AM »
Hi mugsy! Welcome to lurk, we have plenty of lurkers, some of whom have similarly announced they are lurking :P

And I admit I immediately went to translate that binary, too. In fact, there is one place in the game where you can find a similar text record ;). (And there will be more coming soon, though I do try to keep them short because I'm sure some players can't resist.)

No need to edit it!


Wow, someone who likes X-Com Interceptor. That's rare :P

At least his first word was dad, he can have anything after that <3
Haha, that's great. As a fellow dad with a young son (now 4), I can say time for games will definitely be reduced in the future!

Cogmind is overly expensive to buy through the site from outside the US. Darned taxes... Steam/GOG will be able to cover that.

About the 7DRL version, it's not buggy so it shouldn't be crashing. There must be something going on related to your particular system/setup (for example, it won't work properly in a directory path that uses non-English characters, and needs admin access, etc.). I can help you out with that if you give me the run.log file after it crashes.

2873
Ideas / Re: Fabrication Overhaul Discussion
« on: April 13, 2016, 11:58:33 PM »
Ah okay, I thought it was an unknown. Got it.

2874
Ideas / Re: Fabrication Overhaul Discussion
« on: April 13, 2016, 08:33:12 PM »
I think we can do without matter specifics there, or at least that's further removed from the absolutely essential part of "what do we do with these things that are actually being fabricated" :P

Still, fabricator auto-production is definitely going in, because yeah we can use more machine interactivity! An easy way to continue making the world seem even more alive.

And about the lack of terminal feedback for some situations, that's best avoided since it becomes difficult for players to learn effective strategies. Even when you know how it works, the optimal way to play would be to assume that any failure might have led to a dispatch.

2875
Ideas / Re: Fabrication Overhaul Discussion
« on: April 13, 2016, 08:12:29 PM »
My original desire was to have Fabricators contain their own (unlimited) supply of matter from the complex, since that's more logical, yeah (Repair Stations already do it!), so the matter container thing was just another of those restrictions that ended up being too restrictive (and actually against what I thought would work logically--but the design tries to emphasize gameplay over anything else).

Hm, I do really like the idea of fabricators producing items on their own. A lot. It would require several extra features, though, like AI that will come collect what's produced and do something with it. Also, robots could sometimes be created there and head off to the nearest garrison :) (it's also a better way to replenish non-combat robots, too, rather than always sending them through exits from other floors). I'll probably do this at some point, though it'll be a non-small project...

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