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Messages - Kyzrati

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2501
Fixed Bugs & Non-Bugs / Re: Inconsistent broken robot interaction
« on: September 25, 2016, 05:09:19 PM »
I'm familiar with this one, since I've had the same happen and fixed a similar issue before as more and more types of disabled/broken robot statuses were added.

It's somewhat complicated because in addition to their status there is also a faction setting that you cannot see, and that's what really determines attempted swap behavior. That particular bot you're looking at is created as an ally (albeit a permanently broken one). Broken status should override swapping when it comes to bump behavior, but there was... some reason I didn't do that in there :P. I'll check again to see if I can make it more convenient!

2502
Fixed Bugs & Non-Bugs / Re: Warlord stash won't open
« on: September 25, 2016, 08:09:30 AM »
Oh whoa, wait a minute. Problem solved! You just gave the answer right there...

I'd forgotten about a unique setting on that map due to its special event--what happens when the attack occurs is that most objects are stripped of their special pre-event behavior, because naturally everyone's going to start acting differently once it happens. This applies to any object that can have special behavior, including machines (and accepting manual hacks counts as special behavior), so when the event occurs, only those objects which have a certain trait set will not be stripped of behavior and I forgot to set it for that terminal. (Actually, I'm pretty sure the system was added after that terminal was created, since that room was the first thing I created before starting on the map proper and the rest of its mechanics.) I guess I should've thought of that but I'm only just getting back into the game logic after some weeks away from it...

Problem confirmed and solved. Fixed for the next release :D. Thanks!

And heheh on the joke--very true. For that reason I had little hope it would still be there in your case :)

2503
Fixed Bugs & Non-Bugs / Re: Warlord stash won't open
« on: September 24, 2016, 09:35:54 PM »
Huh, a manual code that doesn't work? That's never happened before... and yeah I just tried it to confirm (and have many times before) and it works normally.

This is a really tough one. I just spent a while attempting to recreate the same situation multiple times using both the same and alternative seeds (thanks for your save file!), and couldn't repeat the result. In your case for some reason the machine itself isn't holding the indicator that would normally allow the manual hack to trigger on it. It's simply gone, which is unprecedented both with respect to manual codes and any other similar feature.

Maybe if you still had your same run.log file (only if you haven't run the game since...) it might contain an error message that suggests a problem? Unlikely that it will provide hints in this particular case, but you never know--the indicator was either not created during mapgen (extremely unlikely considering I just tested with the same seed) or, much more likely, it was somehow removed at a later point by something else that happened before you reached the terminal, though I can't even guess what might be capable of doing that xD. Or maybe you did/typed something at the terminal before trying to enter the code?

I can't investigate this further until we see it happen again (there or elsewhere) and can start cross-referencing to guess where the cause might lie.

2504
Announcements / Progress Update: September 23rd, 2016
« on: September 22, 2016, 10:25:16 PM »
I'm back! Well, technically I've been back for a few days, but the jet lag has been killer xD

The previous week I was mostly out of commission as I prepared for and made my way over to the Roguelike Celebration, which turned out to be basically the most awesome event ever. It was so much fun to meet that many other big name devs, including some I've known online for a while. It's not that often (okay, pretty much ever...) that I get to talk about roguelikes face-to-face with anyone. Cogmind fans new and old showed up as well, which was great :D


(You can see a list identifying everyone here, but even without the list it's probably not too hard to figure out who I am :P)

I did a writeup about the experience on the blog here. In all about 200 people attended, and the talks were both streamed and later uploaded to YouTube. My talk is .

In the end it was also a good opportunity to spread the word about Cogmind, which spurred sales to get us an influx of fresh players and fund ongoing development (kinda important :P). Well, technically it was a net loss for the budget since I had to travel so far, but it's hard to place a value on getting to meet so many cool people in one place!

Now that I'm finally back, it's time to put the pedal to the metal and finish up Alpha 11. A lot has been done already, but there's still a good bit to go, so I'm not yet ready to suggest a release date. All next week I'll be working on new maps before getting back to little features, but I do have a little something I can share today:

Firing a thermal cannon with a charge animation now also drains your HUD brightness for the duration of the charge :D

In other news, we have a semi-official Discord channel for Cogmind on the r/roguelikes server, where you can chat with other regular players (some of whom are also on the forums here). I hang out there most days, and have been there for a couple months now, but wanted to wait to see if it would continue to be a thing before announcing it. There are also channels for a bunch of other roguelikes, and more recently devs from those games have been showing up as well, including Caves of Qud, DoomRL/Jupiter Hell, and Dungeonmans. You can join via this link!

2505
Fixed Bugs & Non-Bugs / Re: Combat accuracy info + analysis info
« on: September 22, 2016, 06:31:26 PM »
Welcome Kalkkis!

Weapon accuracy shows -10? when it should presumably show +10 for size.
The -10 you see listed out by the weapon when firing is not size-related, but appears because you have some system corruption, which can reduce your accuracy. This is also why it has a '?' beside it, because it may not actually take effect (only a chance, but it's there to remind you of that possibility). Any modifiers listed beside weapons in targeting mode are weapon-specific, so you won't see anything related to the target there.

Analysis info shows +0% to hit when it should be +5%.
Yep, that one's definitely a mistake on my part, thanks! Internally the output string assumed it was an integer, when the value is actually represented as a float, 0.05%, so it was rounded to 0 for display xD

2506
Fixed Bugs & Non-Bugs / Re: Hacking percentages seem off
« on: September 21, 2016, 07:54:22 PM »
Nope, everything checks out. Was testing with Imp. Remote Datajack and 3x Adv. Hacking Suites. Wow you can really own with that setup...

2507
General Discussion / Re: Newbie Impressions: 1st Run
« on: September 21, 2016, 03:58:47 PM »
> Devised a strategy of avoiding major "highways" that made me feel like a genius (premature no doubt). And it worked like a charm.
This here can be really important for survival. Bottleneck/highway areas (I usually refer to them as "thoroughfares") can be extremely dangerous because multiple patrols can happen through while you're already in the middle of combat.

Identifying those areas is not always easy, but after playing for a while you'll start to get a feel for it. Also, seeing a whole bunch of non-combat robots filing through an area is a big clue :P


The manual (spoiler free) explains a bunch of mechanics you might've missed, so eventually you'll want to browse through that to expand your understanding. That can usually wait until you're consistently reaching the mid-game, though (around -5).

2508
Ideas / Re: Utility to Reduce Swap/Attach time unit
« on: September 21, 2016, 03:50:59 PM »
No, I keep the TODO list private (except for the major stuff you can see listed on the FAQ). This particular idea will likely make it in when I get to adding future batches of utilities, though there are already plenty enough new ones for Alpha 11 :)

Regarding detailed subturn time info, it's been suggested and discussed a few times, but I don't really want to open the door to micromanagement of that type. This information is also less valuable than one would imagine, since you would have to combine it with knowledge of when each other robots' turns will occur, since they, too, are not generally acting on turn boundaries.

2509
Ideas / Re: Utility to Reduce Swap/Attach time unit
« on: September 20, 2016, 09:10:52 PM »
Welcome, DDarkray!

A utility of this nature is definitely already on the list for consideration. The possibility was mentioned in some discussions last year, but it has been gradually pushed downwards on the TODO list by higher priorities. Without a closer analysis I can't be sure, but this does sound like something worth trying to see what players do with it.

As mentioned more recently, additional utilities (and modifications to some existing lesser-used utilities) will be coming in future releases, especially around 1.0 as we work towards further expanding player strategical options, which utilities excel at :)

Thanks for the suggestion and I'll be referencing your comments when I get back to this.

2510
General Discussion / Re: Newbie Impressions: 1st Run
« on: September 20, 2016, 09:00:42 PM »
Welcome to Cogmind (after hanging out and having talked for a while :)). Most of what you say is within expectations, which is good.

> I got stuck later on with trying to add a bigger inventory slot thing and it would not automatically fit into the other slots like the weapons, propulsion and utilities did automatically by drop&drag (I already looked at the sea of keyboard commands and mentally tagged "for later..."!) I know having a bunch of storage for replacing burnt out bits is going to be vital, so this was a bit annoying wondering what to do...
You mean a Storage Unit? Those are just utilities (as labeled) and you attach them in the same way as other items. Were you trying to drag it to your inventory space or something? Not sure what you're describing here, but if you just attach storage to your utility slot you'll expand your inventory which will help.

> The intel on enemy robots hostile status or otherwise is v useful. However it was not clear to me if the scouts could see me or not and hence if I'd been detected which was something I'd like to be more clear on a first play-through: "vision field?"
When they spot you it flashes a '!' on them, and the Scan window in the HUD always shows a red '!' if they can currently see you.

I guess in part these are "learning the roguelike way" tbh. Maybe that is the expectation component on the part of the player to the game design /tutorial component.
True. While I could explain everything, I prefer to leave most of it to exploration, and provide only the really important usability info that enables the player to further explore for themselves. Tools, really. All the (listed) hacking features are pretty easy to figure out, so that's definitely one of the areas I left for the player to discover gradually. It's mostly secondary features, anyway, not mechanics you absolutely need to survive (though they become increasingly important as you advance towards the surface, by then you're getting good :) ).

Your storage dilemma is something I haven't heard of anyone encountering before, but I'm sure you'll get the hang of this and other issues quickly.

...

And yeah in your second post I now see that you figured out Storage :). Really almost everything in the game is equippable (or activated by equipping it), unlike other roguelikes.

Apparently you also figured out the '!' :)

When it comes to energy, if you don't have enough power you might have to turn things off to restore it. Balancing energy needs is definitely a very important part of the game.

The keyboard wait command (as found in other roguelikes) is '.' or Numpad 5. Scroll wheel waiting is just a convenience for mouse users.

> So after 2 small sessions the game is already fairly playable and the whole set-up is becoming more familiar and ease of use. Need to work on streamlining the slotting weapons, which is involving plenty of clicks/drops and drags.
Sounds good! Cogmind benefits from really only needing to know a handful of things that can be learned in a few minutes, while the rest of the mechanics are many and deep, but you don't need them right away and can learn at your own pace.

2511
General Discussion / Re: "Taking Traditional Roguelikes Mainstream."
« on: September 20, 2016, 08:44:01 PM »
I definitely could talk for a lot longer, and in greater detail, about quite a few topics, though in this case I already bit off more than I could chew in a mere 30 minutes :P. My postmortem writeup is now here.

Brian Walker (Brogue) did an excellent talk, for sure. Was fun chatting with him about different roguelike features later that evening. Also interesting to hear about the environment being his jumping off point for the design. Optimal play is certainly one of the most important factors one can consider in making a roguelike, and something I pay close attention to as well. Really most devs do, except in cases where the design is somewhat looser, as in, say, NetHack.

Would be nice to have a separate tag on Steam for the "true roguelikes," but that's up to users, not Valve, so it's not likely going to happen xD

The Rogue creators' permadeath comments have certainly ignited a lot of conversation since then. It's being talked about on /r/roguelikes as well.

2512
General Discussion / Re: Cogmind, some advices
« on: September 19, 2016, 08:51:36 PM »
Hey Kasaris, welcome back :)

Others might have more specific advice, but I would say your best bet is to browse through the release notes for each of the major releases in the announcements board. At the very least check out the highlighted changelog items (since I always highlight the most important stuff), but the full release notes of course include more in-depth explanations of what you'll be dealing with.

Certainly there are a ton of new features and maps since you were playing last! Honestly though there haven't been as many changes, per se, that will trip you up, mostly just new things to discover and experiment with. The biggest changes are probably that removing processors now destroys them, along with a big rebalancing of propulsion, machine functionality, volley timings... all of which are basically in your favor and work to make the game both a little easier (more streamlined) and even more fun. So you'll probably do better that before, even without exploring all the details beforehand!

Good luck!

2513
Fixed Bugs & Non-Bugs / Re: Hacking percentages seem off
« on: September 19, 2016, 08:41:57 PM »
Alright, I'll look into it (I'd be quite surprised if there's anything going on there--you might just be a lucky guy--though bugs are generally surprises so who knows :P).

I've been away from the forums for the Roguelike Celebration trip and am really busy catching up now!

2514
Support / Re: Can't download cogmind?
« on: September 18, 2016, 08:51:52 AM »
Oops. This is caused by the download provider. The file is still there, but they have it so that the link expires for individual downloaders unless I update the file manually every month, so this is only affecting those who have had Cogmind for a while. I really need to get that timer extended (or set up a reminder so I can remember to update manually...). I fixed it just now and it should work normally. Let me know if you still have any problems, and thanks for posting!

(This wasn't often an issue in the past because I tend to release every month or so, but this particular release cycle is going longer due to the Roguelike Celebration--I'm currently in San Francisco--and the fact that it's going to be the biggest release ever :D)

2515
Hey, was wondering where you went off to :P

Kyzrati, this might help clarify the problem.  My terminal output from running the game, with Wine set to use ALSA, is;
I don't have any experience with Wine myself, but just from looking at that process right there, it seems to be checking the wrong directory for the Wine libraries (?). It says "Cannot open shared library /usr/lib32/alsa-lib/[filename]" but they are all actually in "/usr/lib32/alsa-lib/smixer/[filename]" (unless one can be sure it's also checking all subdirs, which is certainly possible). Just a thought.

2516
Ideas / Re: Drone Bay adjustments
« on: September 14, 2016, 09:58:47 AM »
Well, haven't gotten as many opinions on this yet relative to the amount of chatter in the past (I've been intentionally waiting to see).

I'm not fond of the "drone swarm".  If you can do a drone swarm, then drones must be weak enough such that it isn't too powerful.  I'd rather have a strong, flexible bay that I utilize continuously, whose integrity I care about rather than a bunch of weak drone bays that I once in awhile stumble upon, use up and never think about again.
I wonder if drones might end up being considered too tedious if they were individually better, since unlike a lot of your allies you can control them directly and they also directly share their FOV data.

Aka the "scroll of summon butterflies".  It took me awhile to realize I absolutely do not miss the one off consumables that are in every other roguelike.  Get out of danger free cards.  Are alien artifacts the only other consumables?  I say keep them that way.  Especially due to the fact that they can be fabricated.
Alien artifacts (and a few other uncommon/special items) are the consumables, yes. As described before on the blog, for the most part consumables were intentionally excluded from regular play. (At the same time, one could say that almost all of your parts are "consumable" :P)

1) The drones can never be recovered
Sure they can, just issue a return order and they fly back and back into your drone bay, repairing them to full health if damaged and allowing you to store them in your inventory for later.

2517
Competitions / Re: Weekly Seed #56 [Alpha 10] [Seed: Escape Plan]
« on: September 12, 2016, 09:13:54 PM »
The difficulty of Access is exactly where I want it right now--relatively difficult unless you have made previous efforts to reduce the difficulty. At present, though, there is still only a partial set of tools in that vein since the end game is still being worked on (yes, including Research branches).

When done, there will be numerous ways to make Access easier, and while right now players have yet to discover several of those which already exist, the ones to be added later will be more obvious :)

2518
Competitions / Re: Weekly Seed #56 [Alpha 10] [Seed: Escape Plan]
« on: September 12, 2016, 08:05:48 PM »
Yeah, I kinda like the temporary nature of Twitch streams, though it's also a bit sad that all those victories were lost to time :P. I could transfer to YT, but don't really have the time to make a big production of it, so I don't bother.

And more recently I would've streamed a bit, but this stupid new laptop has some weird audio connection that needs a special headset--incompatible with my current headset and mic. Still having trouble finding what I need. I'll get back to it eventually, though first I have to do this trip to SF/Roguelike Celebration.

2519
Competitions / Re: Weekly Seed #56 [Alpha 10] [Seed: Escape Plan]
« on: September 12, 2016, 11:05:58 AM »
Is it actually possible to fight your way past -3 or so?  By that I  mean has anyone actually won a game where it was largely a combat build past that point?
Sure, I did it in every single one of my wins on stream (as have pretty much all the other winning combat runs by others). That's where the points are--dismantling whole armies ;). You don't have to, though. Using hacking and intel to your advantage to minimize contact, even as a combat build, will make survival easier. (And of course beginning next release you'll have some new alternative routes through Research, too!)

2520
Competitions / Re: Weekly Seed #56 [Alpha 10] [Seed: Escape Plan]
« on: September 10, 2016, 08:53:55 PM »
Wow Decker, always killing it with that score. Pretty epic run, and you're the first Cogmind to have reportedly hacked God Mode. Good thing you had that code--nice save :)

I apparently forgot to have Warlord's Access stragglers check to see if they are supposed to hate you or not :P. I'll get that fixed.

Really close to the end there!

Spoiler: Warlord spoiler (click to show/hide)

Access will become somewhat easier once you have "access" to the Research branches ;). Next release!

@lord: Aw, and you were pretty close to one of the Extension exits, too xD. Good job apparently making an absolute mess of Storage, though!

2521
Support / Re: Support for ultrawide 21:9 resolutions?
« on: September 10, 2016, 08:50:19 PM »
Awesome, thanks for your support as well!

2522
Support / Re: Support for ultrawide 21:9 resolutions?
« on: September 10, 2016, 08:32:39 AM »
Not in the future, no, they're supported now :P

That said, resolution height determines your font size, and that's a pretty wide aspect ratio! So it'll be using the size 18 font, and your map view will end up showing a fairly wide area.

You can see what the different fonts and resolutions look like on this page. (Right now there are players using 3840x2160.) And while I don't have a sample up for 21:9, you can see the 1920x1080 sample and imagine the map view (and top) simply showing a wider area. An extra 640 pixels would mean about 35 extra columns for the map display.

...

Eh, what the heck, I threw together a (very quick and dirty) mockup for you in the right resolution by editing the 1920x1080 image :). Open that up at full size on your screen and that's about what it will look like.

2523
General Discussion / Re: "Taking Traditional Roguelikes Mainstream."
« on: September 09, 2016, 08:38:12 PM »
I wonder if you considered changing the cogminds size depending on how much stuff it has accumulated and assimilated: A full mecha-type standing 10 metres+ high carrying tons of "back-up" to a sleek little drone the size of a small motorbike and represented that in the little "c" to a big "C" or or similar in the tileset depiction?
I did imagine it before, yes, but it couldn't be up for serious consideration since such a mechanic would have a disproportionately large impact on the gameplay. You'd no longer fit through most doorways, or any of the many narrow corridors. Would be fun, but more appropriate for a smaller game where that is almost the core mechanic.

2524
Ideas / Drone Bay adjustments
« on: September 09, 2016, 12:47:17 AM »
Drone Bays are cool. Pretty much everyone likes them for some reason or another--you can use drones as cover, a diversion, for scouting, to find exits, etc. But in their current state, the bays themselves don't feel perfect from a usability point of view. This thread is to collect opinions on that feeling and what, if anything, might be done about it (it's perfectly fine to advocate keeping everything as is :) ).

Of course the final solution can hinge upon what the goal is in terms of gameplay.

Currently the vast majority of players, myself included, are simply releasing drones immediately on finding a bay and using them up for whatever strategy is convenient at the time. Doing so still requires freeing up one or more slots just for the release, then reattaching whatever parts were detached in the process. It would be nice to retain their usefulness while making them more convenient to use, though some solutions would effectively make the "drone swarm" approach no longer possible.

One suggestion, by zxc, is to turn them into consumables. There are some consumables in Cogmind, but they generally require a slot to activate as well. A feasible alternative, akin to a few instances of non-part items: Drop them on the ground and have them automatically release their drones then disappear. This would mean you could no longer use bays to recall and protect drones, repair them (docking repairs them), and/or store them in inventory for later reuse.

I wonder if the repair feature would come into play if more people had seen/used other types of drones. Most are used the ubiquitous little scouting drones, but you should know that there are some fairly nifty--and deadly--combat-oriented drones that would be really nice to repair. For Alpha 11 I've slightly lowered their rating so they're easier to fabricate if you find their schematics. I haven't heard reports of anyone abusing those yet, anyway.

Also to consider is the possibility that in the right situation, drone swarms are fairly OP. (Mapping drones in particular were slightly nerfed after that post, though.)

Another suggestion by Amphouse (and my first inclination) was to require that the bay stay attached, and otherwise removing it powers down your drones.

I'm sure there are other possibilities we could consider as well. What do you think?

Ultimately this topic is really looking at the issues of usability and strategy at the same time.

2525
General Discussion / Re: How have I not noticed this game before?
« on: September 07, 2016, 07:12:43 PM »
Welcome, and better late than never! There will always be new players to reach, even long-time roguelike fans apparently :)

Explosions are certainly addictive, something you'll get to experience later with deadlier things than grenade launchers. But even fooling around with explosives in the early game has a nice feel to it because everything is so crunchy at that point :P

Looking forward to what you think as you get further into the world!

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