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Messages - Kyzrati

Pages: 1 ... 102 103 [104] 105 106 ... 173
2576
Fixed Bugs & Non-Bugs / Re: How to attack using the keyboard?
« on: August 11, 2016, 10:55:45 PM »
It's definitely the faster and cooler way to play :)

2577
Fixed Bugs & Non-Bugs / Re: How to attack using the keyboard?
« on: August 11, 2016, 10:52:54 PM »
Ah, I see the issue. Not a bug then, whew :)

As listed in the commands, in targeting mode Enter is used to place waypoints for a guided weapon (so it's telling you you don't have one).

'f' fires a weapon. Press 'f' again after entering fire mode and it will fire. This is much faster than it would be to alternate between 'f' and Enter to keep firing.

I'll make the Advanced Commands list more explicit in this regard by changing the description for that key from "Fire Mode (+Ctrl to Force)" to "Fire (+Ctrl to Force)". That was an oversight, thanks!

2578
Fixed Bugs & Non-Bugs / Re: How to attack using the keyboard?
« on: August 11, 2016, 10:28:14 PM »
The entire game is controllable via keyboard, yep. (25% of players don't use the mouse at all :D)

I can't repeat what you're seeing, nor has it been reported before. There must something else with your current situation.

It will say "No active weapons in range" or give other similar messages if there is a problem (like all your weapons are inactive), but it's unlikely you have a guided weapon at this point... I did change something about guided targeting in Alpha 10, but after seeing your post I just tested to confirm and everything is working normally.

Screenshot?

Edit: In fact, this would be a bug if confirmed, so I'm moving it to the Bugs board.

2579
Ideas / Re: Allow examine outside of keyboard mode?
« on: August 11, 2016, 10:21:05 PM »
If you're trying to examine what's at your current position, you can use the 'd' key directly without keyboard/examine mode, but if you're clicking around with the mouse anyway, examine mode is going to be slower--could you explain what you're trying to do with it? (just to look at your own position?)

One reason is that examine moves the cursor automatically. The other is that it was easier to divide the input into two modes in order make some internal assumptions regarding input intent, of which there are many.

2580
General Discussion / Re: Alpha 10 Discussions [SPOILER VERSION]
« on: August 11, 2016, 09:44:56 PM »
Welcome back, Decker, and it looks like you're the first to have discovered Armory--it is definitely your kind of map :P

Glad you're liking Alpha 10 so far!

* Spectral analyzer. +8 sight at no cost! And it stacks. At +16 sight, it maps fast.
Sight-affecting utilities don't stack. They only take the maximum benefit (hence the lack of a <stacks> tag in their effect description). They do give you the maximum possible sight range in the game though, 24, which allows you to see to the edge of the map view if there is enough open space.

The password UI could use a little work. It shows you the hack choices using letters (first is A), but typing A (and enter?) doesn't select the hack. It's misleading and you lose a hack attempt.
That behavior is intentional. As described in the release notes (and you can see the demo image in the preview), if you are a pure keyboard player you have to first press \\ and then the window focus will switch to the code menu and the letters start glowing to indicate you can press those instead. (But apparently you know that by now :P) Otherwise there is no way to differentiate when you want to type a real letter 'a' or the first option in the menu! I thought of using a modifier key, like Ctrl/Alt, but that is worse unless it's also written out in the menu itself, and that looks bad.

What I could do is make the reference letters not appear at all until you type \\, which you'll have to do since you won't see the letters there. The only annoyance with that, and the reason I chose not to, is it will leave more black space out in the left area of the menu--looks bad! (With a lot more work the window could have a different width depending on whether you're in keyboard or mouse mode, but it's already taken a ton of time to do what's there, and having the letters conforms to the design of most windows.) I still prefer to leave it as is, because in cases where you don't know, you'll learn how it works really quickly, and it's unlikely to mess you up, anyway.

2581
General Discussion / Re: Alpha 10 Discussions [SPOILER VERSION]
« on: August 11, 2016, 08:07:36 PM »
Congratulations on the first Alpha 10 win, zxc!

That is one hell of a scary hell you were in there...

And I know that in the past you've always been in it for the speedy straight shot to the surface, though it's funny you've just now visited Zhirov's hideout--think of the other lore and fun stuff out there still to check out :)

Singularity Reactors are extremely rare. In fact, I just checked and it looks like this is probably only the second time anyone has ever found one!

2582
Fixed Bugs & Non-Bugs / Re: no score-and logsheet @ linux/wine
« on: August 11, 2016, 07:50:40 PM »
Well, glad you got that figured out! I'll move it to the non-bugs board. (Nice to let it exist for reference, just in case!)

Whatever happened could have been any number of changes on your side (OS? software? perhaps how decompressed files are treated by default?), but nothing changed here :P

2583
Support / Re: Any luck with Wine on OSX? [SOLUTIONS INSIDE]
« on: August 11, 2016, 07:40:27 PM »
It is freezing BEFORE the exit sound!
Whoops, my bad! Way too busy lately :/. Thanks for pointing that out. Again :P

(The wrapped cogmind app is 544.6 MB, btw!).
Hm, the pre-wrapped one I distributed at Alpha 5 with the help of alaska was "only" 385 MB :P

Is there any chance that the problems are connected?
Okay, looks like they're connected!

According to the differences between the logs (thanks!), I can see that on game exit the hang occurs where it's trying to deinitialize the network resources, but before it can do that I have it set to wait indefinitely for any attempted connections to complete. I didn't imagine that a connection attempt could actually never complete/timeout/whatever (stupid of me! though I admit I'm terrible at anything having to do with network development :P). This calls for a fix that will time it out properly in the event of a connection block, and an appropriate message for the log.

I'm going to PM you my pre-wrapped OSX version of Cogmind and let's see if that works instead of what you have.

Thanks for helping out. I wonder where skymaker went?

2584
Everything REXPaint / Re: REXPaint questions/bugs?
« on: August 11, 2016, 07:01:55 AM »
I chose to do it that way because it's only a temporary solution, and the alternatives (like the one you describe) are more involved to implement compared to simply toggling the window size.

The future UI will be much more flexible! (But won't be here for a while...)

2585
Support / Re: Any luck with Wine on OSX? [SOLUTIONS INSIDE]
« on: August 11, 2016, 06:01:01 AM »
Hm okay, sounds like two separate issues, then.

The persistent "uploading score..." means it wasn't able to get in contact with the server for whatever reason. Could be OS-side (though you did check the firewall :/) or it could be server-side (it does sometimes take a little while to connect or be down for a minute, but really that's kinda rare overall, and won't be a frequently repeating issue).

Freezing after the exit sound is... interesting. Playing that sound is the third to last thing the game does before shutting itself down. The only processes after that are 1) delete all the game data from memory and 2) add the last line to the run.log file and close it. Perhaps there's something the OS doesn't like about the data deletion?

It closes fine in Windows itself, so if Wine is handling things properly (as in, acting like Windows), it should be okay. That this particular issue--actually both issues--don't seem to be impacting any of the other OSX users generally means it's likely interference from very specific hardware, third-party software, or OS settings, which is really hard to track down unless we get one or more other people saying they see the same thing! This is why it will presumably be good when there is one standard way that everyone plays on a Mac... I need to get on that, but can't do it with my current hardware.

2586
Fixed Bugs & Non-Bugs / Re: no score-and logsheet @ linux/wine
« on: August 11, 2016, 05:38:50 AM »
Do you have a crash.log file in your game directory? If so then it is a bug, and could you attach that file here? (maybe the Alpha 10 day 1 hotfix didn't catch all cases of that issue, though it did fix in the case that I found)

If you don't have a crash.log, then maybe something changed in your OS permissions that is preventing them from being saved to disk?

Alternatively, if it's just an error rather than a crash bug (unlikely, but not impossible), after a complete run (and the issue happens) you could attach the run.log file here and I could check if there are any problems. But it won't be able to tell me if it's an OS-side block.

(Also, to make absolute sure, download the hotfix anyway, just in case!)

Thanks and hopefully we can get this sorted!

2587
Support / Re: Any luck with Wine on OSX? [SOLUTIONS INSIDE]
« on: August 11, 2016, 04:06:21 AM »
Hey Chad, thanks for stopping by, and for the info.

The only thing I can think of in terms of freezing when trying to quit (and the likely cause here, really), is that when you exit the game tries to save your data to disk, and my guess here is that the OS is blocking it from doing that. Insufficient permissions is the usual culprit. (Score uploading not working could be a similar issue--blocked due to limited permissions.)

Of course, one easy way to tell if this is the case is to see what files are/aren't being saved (or updated) to the game's /user/ directory. Like game.bin, tutorial.bin, cogmind.cfg, buffer.txt... Those and your /scores/ records. Was it even possible to save and resume a game later? (Though could've been blocked, too.)

2588
Competitions / Re: High Scores
« on: August 11, 2016, 12:26:21 AM »
Today the leaderboards were reset for Alpha 10.

Time for some stats from the last release!

Of 601 uploaded score sheets, we had a total 7 wins by zxc (3), Sherlockkat (3) and myself (1). Happylisk reported the highest score, 24,115. (Note: Old scores are always preserved in the archives linked at the bottom of the scores page.)

1,669 evolutions took place, the most popular slots being utilities (37.2%), followed by propulsion (25.2%), weapons (22.5%) and power (15.1%).

At each depth survived Cogminds had an average 75% core integrity remaining.

33,478 robots were destroyed, among them 11,640 Grunts, 7,594 Swarmers, 3,065 Sentries, 971 Programmers, 891 Hunters, and 81 Behemoths.

18 ARCs were destroyed before they could deploy, 1,723 annoying Recyclers were blasted, and desperate players took out 43 Compactors. Only 1 Executioner was eliminated.

Decker had the best combat robot kill streak, destroying 21 armed robots in rapid succession.

88,268 volleys were fired, averaging a maximum size of 2.69 weapons each. Out of 180,643 individual shots, 115,004 hit a target. 3.8% of shots were from a launcher.

2,748,369 points of damage was inflicted on targets, 85,007 (3.09%) of it self-inflicted via explosions.

2,979 targets were rammed, dealing 0.36% of all damage. 425 robots were corrupted, and only 6 melted outright.

191 robots were successfully hacked, 101 of them armed. 22 of those were assimilated, 19 overloaded, and 68 rebooted. Assimilated engineers tore down 8 walls, all in a single run by endlessblaze.

Enemy communications were jammed 11,219 times.

In all, 44,031 parts were attached--7,161 power; 11,231 propulsion; 10,456 utilities; 15,183 weapons. 19,867 of those attached parts were destroyed. Slot usage rate averaged 82.2%.

1,898,821 turns were passed, 15,924 (0.83%) while naked. 13 teleports were confirmed.

The average run visited 6.63 maps, while the single most expansive run, by Sherlockkat, saw 25.

540 derelict logs were recovered.

An average 5 items were carried in inventory at any given time, with average inventory size peaking at 8.56.

3,386 machines were disabled.

7,066 machines were hacked an average 2.72 times each, with 49.7% of hacking attempts successful. 24.1% of hacks were entered manually; 46.5% of those were Trojans and brute force hacks. The most common hack was terminal records (lore).

78 data cores were recovered, 27 of which were used.

11.7% of hacked machines were fully traced.

215 garrisons were disabled.

A total of 32 pieces of alien tech were identified.


Meta stats: 81% of players use fullscreen; 9.5% use hjkl for movement; 21% prefer ASCII; 27% don't touch the mouse. Smallcaps (the default) is the most popular font choice (52.4%), followed by Terminus (22.6%), and Cog (13.1%).

2589
Support / Re: Steam keys for prime tier
« on: August 11, 2016, 12:05:14 AM »
Sorry, the situation might not be super clear to anyone who hasn't bought the Improved/Advanced tier. The reason for that wording is that when someone buys one of those tiers, they receive multiple links that they can distribute to gift the game to others, and so initially the questions I was receiving were how those other players would be able to get their Steam key in the future, i.e. whether they'd have to do it through the person who originally bought the tier.

As the Prime tier only involves one person with one email and one key, there's no issue there--as expected it can go straight to that one person without any confusion. I'll add more text on the site to clarify!

And thanks for supporting Cogmind :D

2590
Everything REXPaint / Re: A quick PNG to REX (xp) converter
« on: August 10, 2016, 09:06:06 PM »
Nice!

I added a similar feature to REXPaint a few months back, though mine is a little more complicated to use since it's intended for importing screenshots of other roguelikes (so on a cellwise basis rather than pixelwise).

I can see yours coming in handy for a lot more people, though :D. I'll add it to the resource lists.

Edit: Ooh, I just looked at the details and you even have translucency with CP437 tiles; that's awesome.

2591
Strategies / Re: Basic Question and Answer thread
« on: August 10, 2016, 08:56:27 PM »
Hm, that's interesting. Sounds like maybe that could be a different (better) part as well. I'll note it down for the future Mediocre Utilities Update!

2592
Support / Re: Any luck with Wine on OSX? [SOLUTIONS INSIDE]
« on: August 10, 2016, 07:34:36 PM »
Hm, I was waiting for a day to see if anyone would reply, but no luck yet. I don't use Macs myself, though I can say this is definitely an issue on the side of whatever Wine solution you're using, so changing Cogmind settings won't have any effect.

Did you try using one of the other solutions in this thread? There are like 3-4 different ways people are playing on OSX :P. Maybe that would help rather than changing settings in your current setup? (I've just put out the word on Twitter to see if someone might be able to offer some more advice, too.)

(Later on I'll also be distributing Cogmind with a Wine wrapper that should "just work" so that everyone doesn't have to use their own solution.)

2593
Competitions / Re: Weekly Seed #52 [Alpha 10] [Seed: Hidden Secrets]
« on: August 10, 2016, 05:36:53 AM »
I streamed the first part of this week's seed, but my computer had a meltdown halfway through so I couldn't finish.

It was my first time ever doing a serious attempt at a flight build. Not exactly intentionally, though. Early on I got cocky and decided to fight a bunch of Swarmers out in the open, without any explosives. Yeah that didn't go so well. Mainly because I was attacked from other directions at the same time. By the time it was over all I could do was rebuild as a fast mover, and started finding all kinds of prototype flight units after that. So I took the plunge and decided to forgo any parts that didn't support that role.

Not as flashy as a combat run, that's for sure, since there is as little shooting as possible going on and you have to do a good bit of extra problem solving to avoid a nasty death.

My flight build was also somewhat awkward, being organized around a Lrg. Storage Unit, but it worked. -7 went quite well and just before I was about to step on the exit my computer died so there was no autosave for that floor :(

So later in the day I continued from the last autosave, the beginning of -7/Factory, and took a different path...

The rest of it I recorded via text and images: http://imgur.com/a/sdSUa

Summary: Flight saved me for a while. O8 reinforcements saved my life in the upper Factory. Did quite well all things considered. Based on this and many of my previous combat runs that have had similar encounters I'll probably be making some adjustments to garrison access. There really shouldn't be more than one near each other--encountering one is enough, and balanced for that scenario (there was that time I was surrounded by four :P).

Spoiler: Score: 13,261 (click to show/hide)

2594
Announcements / Re: Released: Alpha 10
« on: August 09, 2016, 11:57:41 PM »
I've just done a stealth update to Alpha 10, meaning no new version number, but anyone who has download the latest release during its first day (any time before 00:49 AM EST, Aug 10) should download again, otherwise if you die without any items, the game will crash instead of producing a score sheet (or showing your score or uploading it if you have that option activated.) Sorry about that!

Alternatively, you can also get the hotfix by simply downloading this file and using its contents (a single file) to overwrite the one in your game directory.

Note: Existing Alpha 10 saves are compatible if you have a game in progress you'd like to copy over!

2595
Strategies / Re: Basic Question and Answer thread
« on: August 09, 2016, 08:02:53 PM »
a) 1:20, yes. I keep the terms in respective order where ratios are concerned. So when you have 200 heat, you're producing an extra 10 energy per turn, which is like having an extra average power source.

b) While not entirely realistic from a thermodynamics perspective, no it does not actually "use up" any heat itself :P

c) All utilities with a time-based effect operate on a per-turn basis (so yes, 100 time), unless the description states otherwise.

Also, Thermal Converters and Generators are two separate things, the latter generating based on your total residual heat (the value shown in the HUD), while a converter acts on thermal-based damage as you're struck.

Neither is especially useful, in my opinion. There might be some unique build that could do something cool with it, but they're a bit overspecialized compared to many other parts. There are a number of parts like this in the game, things that other robots might use which aren't always equally valuable to you. However, once we get really close to 1.0, one of the things I want to do is go back and see about adjusting a few of said items to perhaps make them more useful to even you. (But there will always be parts that are simply inferior, things you might only attach because you don't have a lot of options at a given point.)

An example of a similarly situational would be the Field Recycling Units, but I've had one save me before, and another player was recently telling me about how they were using them effectively with a specific build...

2596
General Discussion / Alpha 10 Discussions [SPOILER VERSION]
« on: August 08, 2016, 07:47:47 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 10 release notes and changelog.

2597
General Discussion / Alpha 10 Discussion/Feedback (spoiler-free)
« on: August 08, 2016, 07:47:17 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 10 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.

2598
Announcements / Released: Alpha 10 - "Collect 'em All!"
« on: August 08, 2016, 07:25:41 PM »
Alpha 10 is complete, and with it we are officially entering late-game branch territory! While the new content is mostly focused on the upper parts of the world, there's definitely something for everyone considering all the new UI features and quality of life enhancements.

Alpha 10 introduces less new lore than the previous two releases, though what lore has been added is incredibly crucial to tying the story together, and is also very secret and difficult to access ;). And to help organize it all there's the whole new meta interface for lore collection, described below.

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

For a visual sampling of some of what comes with Alpha 10, see the preview gifs and images posted recently.

New Maps

Anyone rampaging (or zipping) through the upper parts of the complex has probably at one point or another come across an entrance to the Armory. You can now opt to go in that entrance and find out what that place is all about. As one might expect, it's probably quite dangerous if you're not heavily armed, but... you could get lucky!

There is another new map.

It's entrance is not easily found.

And even once you get in...

That is all that will be said about that map :)

Lore

The lore collection UI, accessed through the game menu as button #9 and demonstrated in the first gif among the preview images, is a new way to automatically record and review how much of the lore you've explored. It remembers all terminal-hacked lore-related entries as well as most dialogue across all runs.

Half of the lore is found in dialogue, so for that you'll have to seek out and talk to the NPCs, not all of which are in every run, so it could take some time to meet them all. And to help determine which terminal lore you haven't yet hacked, the subject name is followed by a '!' indicator right in the machine interface. (If you don't care about lore and the exclamation points really bother you, you can also turn that feature off by changing the markUndiscoveredLore value in /user/cogmind.cfg file.)

When examining lore in the new interface, note that you can skip straight to a given topic simply pressing the key for the first letter of its subject, rather than scrolling there. (Of course all the usual buttons work for interfacing with it as well--arrows, numpad, mouse wheel, home/end, and more.)

The system is fully backwards compatible, meaning when you update to future versions, even when new lore has been added, it will continue to store all your old discovered lore, but don't forget to migrate your /user/ directory if you aren't doing that already! (If you want an easier time piecing the story together, that is.) So feel free to start collecting away with Alpha 10! Also remember that "lore" doesn't just include story bits; there are a lot of tips and strategy, and some opaque mechanics, explained therein.

Note: Anyone looking to add something to the wiki, know that the dialogue reference numbers are assigned dynamically, and will change when other topics are added to the same category, so those numbers don't really have any long-term/permanent meaning.

QoL
  • Gallery Indicator. In addition to the lore, the art gallery collection process has now been made easier with a new option available from the options menu: Label Supporter Items. This was in the cfg file earlier, but now has elevated status to the proper options menu and a secondary function. It still shows at the bottom of the item info which early supporter was chosen to own that "randomly assigned personal item," but next to that it now also tells whether you've attached that item before, and includes an indicator in the item label popup itself, too (as a '!'). Note that this is off by default, so be sure to activate it if you're trying to fill your gallery (like the lore, that is also backwards compatible).
  • Hacking Code Recall. As shown a couple days ago, unique (randomized) hacking codes, the ones that start with "\\", are now automatically remembered for you. No more jotting them down on paper or scrolling back through the log to find one! When you start to manually hack a machine or robot, a list containing the relevant type of code will open automatically. Mouse users can just click on the one they want, while keyboard players can type \\ to put the list in focus and hit a corresponding letter. Note that only four-character codes are stored, so it excludes the (currently one) longer code which remains static through every run anyway. You know what I'm talking about if you've found it before :D
  • Fabricators Again. Fabricators have gotten even friendlier since they'll remember the last schematic you hacked in, even after disconnecting. In fact, when you first find them they may even already have a schematic there that isn't yours, but you can use it to initiate a build all the same!

Evasion Window

The main UI's volley window, which wasn't super useful unless in combat anyway, has been replaced with the brand new evasion window (as long as not in combat). It contains a summary of all defensive modifiers to the chance to be hit by an incoming projectile.

The evasion window assumes the standard base hit chance of 60%, and cannot take into account the many attacker-sourced and situational factors, thus it is not generally an accurate representation of the actual chance to be hit, instead serving to demonstrate the relative defensive value of certain circumstances and part configurations. Hovering the cursor over the window (or holding '/') opens the full details, which lists each component by name and will also indicate why a given value is grayed out (i.e. inapplicable).

I imagine this window will be more useful for non-combat builds, where projectile avoidance is key (well, without it you kinda become a smoldering wreck :P), but for all new players it will also help learn a lot of the defensive-related mechanics without reading the manual, like being hot makes you easier to hit, no flight dodging bonus while in stasis or overweight, etc.

Difficulty

Surprise! The mid/late-game just got slightly more challenging. There are several factors at play here.

Firstly, alert level used to drop by a static percent simply based on whether you were entering a main complex map or a branch map. This worked okay early on when the world layout was relatively simple, but now we have so many different pathways and destinations, as well as a better understanding of how challenging various parts of the game are, so it's about time to begin fine tuning that difficulty by more specific amounts depending on what maps are being exited and entered. As part of that process I've adjusted the alert level reduction percents, generally in a downward direction, not by much at all in the early game, but especially closer to the surface you'll notice that if you've caused a higher alert level it won't drop quite so easily just by heading to a new area.

Also as part of those changes, entering Waste doesn't have quite the same special impact on alert that it used to.

Combat heat mechanics are another factor. A number of the most dangerous robots were overheating too easily due to an oversight in my robot testing suite where I can analyze their overall effectiveness (it wasn't merging regular utility-based heat generation with volley-produced heat during simulated attacks). All those problems are solved and some of the mid/late-game nasties are going to be that much nastier since they no longer overheat and have to pause firing so frequently.

Don't let the difficulty changes discourage you, because there are an increasing number of methods and strategies for dealing with the late game, so it will balance out in the end. Hacking to purge threat records from the system will also likely become somewhat more important now, like it used to be before the game's difficulty gradually came down over the past year.

The full Alpha 10 (0.10.160809) changelog:

* NEW: Branch map "Armory"
* NEW: Branch map "[redacted]"
* NEW: 2 new alien artifacts
* NEW: 9 new special items
* NEW: 1 more plot-related NPC encounter
* NEW: Two dozen more location-specific lore records
* NEW: Twice as many Assembled variants
* NEW: Assembled announce their entry with a new sound effect
* NEW: Completely new mechanic which can change the way the end game is played (any more info would spoil it)
* NEW: Unique type of interactive terminal (secret)
* NEW: Evasion status summary, replaces volley window except in firing mode (hover or press '/' for full details)
* NEW: Lore-related terminal records and dialogue remembered between runs
* NEW: Lore review interface for exploring previously discovered information (game menu 9)
* NEW: Part/inventory data visualization now includes seventh mode: "relative matter consumption" (toggle via info 'q' command/button)
* NEW: Discovered manual (randomized) hacking codes shown in new selection menu along with source and target when hacking machines/robots
* NEW: Force-trigger chute traps by using them as you would stairs
* NEW: Fabricators may have a random schematic preloaded
* NEW: Reconnecting to a Fabricator with a previous build in progress still shows name of object being fabricated
* NEW: All direct hacks that don't make sense to repeat are grayed out after successfully hacking them and reconnecting to same machine
* NEW: Several additional useful message types accompany Warlord-related plot events
* NEW: Option to invert map panning (available in options menu)
* NEW: Option to mark previously undiscovered lore directly in terminals, active by default (cogmind.cfg only: see markUndiscoveredLore)
* NEW: Part info visualization data preceded with a '+' when you have a schematic for that attached/inventory part
* NEW: Parts list autosorting further orders multiple same-type items by integrity, high to low
* NEW: Several more score sheet entries
* NEW: Score sheet inventory lists both for final parts and peak state are sorted by item type
* NEW: Hack-linking a target with a datajack reduces their accuracy by 15% on top of the existing benefits
* NEW: Hack-linked victims display glowing "(linked)" indicator in their info window, include a "(+)" in their label and scan window
* NEW: Advanced commands list explicitly specifies keys for setting guided weapon waypoints, also adding KP5 to that list
* NEW: Label Supporter Items option also indicates whether you've collected the item for your art gallery yet (see description)
* NEW: Most key commands also listed in the text manual itself, rather than only in game
* NEW: Several more tutorial messages
* NEW: Art gallery may also be scrolled via numpad
* NEW: All supporter names registered since Alpha 9 added to in-game list (see Credits menu)
* MOD: Updated robot variants with poor heat management, including Behemoths, Programmers and others, to reduce excessive overheating
* MOD: Waste somewhat less likely to contain prototypes (parts still generally out of depth, though)
* MOD: Hub_04(d) may now contain prototypes and matter among random items (originally was common items only)
* MOD: Infested traps, garrisons, etc. closer to surface include more deadly Assembled variants
* MOD: Remote Datajacks have built-in targeting assistance
* MOD: Rescaled/boosted bonus points for fast wins
* MOD: Traveling through Waste no longer has quite as significant an impact on alert level
* MOD: Tweaked alert level changes on moving to a new map; more variable and closely tied to the specific areas both exited and entered
* MOD: Item/robot schematics loaded into Fabricators remain until overwritten, allowing repeat builds without a new load hack
* MOD: Chute-chaining/farming no longer possible in Factory (only the first time each depth is visited will that area have access to Waste)
* MOD: Force of two "explosive plot events" reduced by 25% due to explosion overlap fix in Alpha 7
* MOD: Hyphen inserted into terminal-reported alert level designation to avoid misinterpretation of letters in some fonts
* MOD: Score component "Alien Tech Identified" changed to "Alien Tech Recovered" (must attach rather than simply identify)
* MOD: LMB on a hard target (robot/machine/door/wall) fires a guided weapon rather than setting another waypoint
* MOD: Refined parts list utilities auto-sorting order to better group parts with related functionality
* MOD: Manual hacking code entry can no longer be exited by clicking outside the window
* MOD: labelSupporterItems value originally in cfg file now accessible via options menu
* MOD: Part mass visualization colors switched from purple scheme to brown and yellow
* MOD: Brightened console border color effects for overheating and low core integrity
* MOD: Updated explosion damage context help to include more info from manual regarding damage spread via chunks
* MOD: Removed map dimension selection from in-game options menu (still accessible via cogmind.cfg)
* MOD: In-game supporters list change from menu 9 to 0
* FIX: Traveling through Proximity Caves recorded incorrect core integrity to score sheet [Happylisk]
* FIX: Typo in random Zion dialogue [Happylisk]
* FIX: Parts list autosorting converted reference letters to lower case in some fonts
* FIX: With square map dimensions in 4:3 mode, manually hacking a robot to far west via Remote Datajack causes partially offscreen text box
* FIX: Score sheet never fully tallied Traps Triggered
* FIX: Scan window still showed utility effect data for common parts lost from the database
* FIX: In rare cases multiple Workers actively pushing disabled robots might get stuck in a traffic jam in a narrow corridor
* FIX: Typo in score sheet for "Fabrication Network Shutdowns," name also too wide for column

(As usual, if you haven't already, Prime Tier supporters and above remember to use the form linked in your original download email to provide the name you want to use in game. Attribution/names are added with each major release.)

2599
Announcements / Re: Upcoming Features (Alpha 10)
« on: August 08, 2016, 12:23:21 AM »
Oh here's one more--a quick one, but nice to have :D


Parts list autosorting now orders same-type parts by integrity, high to low. ...not that you would ever have a build that looks quite like this one :P

Now it's really time to start packaging this thing up...

2600
Announcements / Re: Upcoming Features (Alpha 10)
« on: August 07, 2016, 08:38:52 AM »
And we have one more nice little feature I decided to squeeze in shortly before release at the cost of an entire Sunday :P

Because it's about time we got THIS:


Menu access to all discovered unique hacking codes, accessible for both mouse and keyboard users.

Also works for robot-targeting codes:

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