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Messages - Kyzrati

Pages: 1 [2] 3 4 ... 173
26
Interesting you mention saying you have no idea how you'd complete ++ without speedy prop, when the more common opinion among extended-area players right now is that fast prop is a harder way to achieve ++ compared to slow prop these days. (Of course not everyone agrees and some do it with fast prop just to prove the point, but the trend in opinions has been obvious.)

27
Ideas / Re: Showing the depth identified exits lead to
« on: April 10, 2024, 04:03:13 AM »
The lack of that information is indeed by design, and will not be added. You will have to gamble!

But, be aware that you're talking about new branch areas that haven't even been completed yet, so it's still early to be weighing what is and isn't worth it in the bigger picture. You'll be seeing more.

28
Heh, not saying you're not a veteran, you clearly are, just wondering about all the others up there :P (almost everyone else in the top 50 hangs out on the Discord, so it's easy to ask if I do need the info... but anyway I'll come back to this when I get to it on my list)

29
May i suggest changing it in a different, less annoying-to-use way?
For instance, requiring the player to have moved with x speed as their last action for that speed to apply with momentum to non-ramming attacks? That would remove the benefit from constantly switching propulsion from overloading to not overloading, at least when attacking a single enemy, because even if they move away, you'd want to keep propulsion overloaded when following to get the maximum bonus from momentum.
I know there's probably quite a few issues with that alternative, but it's just an example.
Yeah I hadn't really given it much thought yet, was just the first approach off the top of my head, but overall the general intent is usually to avoid adding complexity to the rules, however that can be achieved while maintaining the desirable balance and removal of any tedium. I've actually never heard or seen anyone doing this overloading thing, not even all the veteran players who top the leaderboards and like to minmax, though I do wonder if anyone else actually does it.

But anyway, yeah I do think the idea of requiring movement on the previous turn to get the speed bonus makes sense. I mean to be honest originally at the beginning of this thread that's how I assumed it works :P

30
Ideas / Re: Scroll through items in the Search Screen?
« on: April 07, 2024, 09:02:55 PM »
Not scrolling through like that, no, but you can use keyboard or mouse to select an item and the map centers on it, then also repeat that command again for the same item to have you path straight to it.

You can scroll the list itself when it's too long (which is what scroll normally accomplishes there), but I'm assuming you mean to simply scroll through the entire list as it shows you each item's location one by one. Overall not as helpful, but note that they're also listed in terms of distance from your current position.

The manual covers more advanced features like this. Once you're familiar with basic functionality of the interface, you might want to check out the section on Advanced UI, and also the advanced config options--lots more you can do which may not be obvious at first.

31
Okay, now I see what you mean. It would've been really helpful if you mentioned the Reaction Control System in your original post, since that changes everything and I wasn't thinking about that at all, was just looking at overloaded propulsion in isolation. (You mentioned momentum, but I considered that as a part of movement, but here we're talking specifically about in combination with another utility.)

Clicking the CYCLE button doesn't overload propulsion, only swaps it between active/inactive.
At least i don't think so? I'm certain i tried several times in my last run to toggle overloading like this, and it didn't do anything?
The reason i checked was because i thought it did overload, so either i missed it during that run, or it was accidentally removed.
Edit: I double-checked a recording, and clicking CYCLE turned my flight units from all active to all inactive. They briefly go yellow, but that's it.
Oh right, I'd forgotten that it doesn't behave like siege mode with treads, which does get cycled to (non-flight player here :P). In the case of overloadable prop it instead cycles past that state automatically, probably a decision made because you're more likely to want to siege anything you can when you can, the entire reason to be toggling treads at all, whereas there are multiple different scenarios in which you want to toggle propulsion, and it's not always to overload.

Correct me if i'm wrong, but doesn't the auto-threads feature already detect attack intent?
Right, but I was making that statement under the working assumption that you get no benefit from toggling while adjacent to an enemy to make an immediate melee attack with suddenly overloaded prop, in which case there would be no way to know your intent is to an attack simply be moving into a cell with no enemy.

So back to the original point... considering this discovery, attacking while overloaded should also burn out your propulsion (perhaps even at a higher chance?), and under such circumstances, having a permanent option to enable that would not be desirable, since then it could damage your prop due to attacks, and you may not always want that in every encounter.

32
This doesn't actually help you, because overloading propulsion only increases your speed while moving not attacking, in other words, during the run through cells towards an enemy, for example, not while you're already adjacent to the enemy you want to attack. When you attack you just make an attack with whatever speed and momentum you already have at that point. An automatic toggle isn't really feasible, since it's not known when your intent is to attack. Also remember to use the CYCLE button (or hotkey) to quickly overload all your propulsion at once if and when you are going to approach a target. But don't expect that staying in an "overloaded" state means anything after you've already engaged and aren't actually moving anymore (this is also why your momentum drops as soon as you do anything over than move).

33
No this is normal behavior, you've always been able to take even turn-based inventory/part actions while the info window is open. You can drop parts and whatnot, you just might not be able to do most of them very easily (or at all) via the mouse, but the keyboard is technically capable of them, just not normally something you'd ever want or need to do.

Maybe theoretically there's something that could go wrong as a result, but the possibility won't be removed unless it actually causes an issue, which it hasn't so far. (If something destroys the item in the process the window just disappears, it works in this sort of instance.)

34
General Discussion / Re: This derelict log is mildly frustrating
« on: April 06, 2024, 08:05:02 PM »
Yep, can't be guaranteed that a log is going to be good or useful at all! Remember, as with pretty much everything in the world of Cogmind, the logs are not for you.

35
Hi matthewgdv! Thanks for the input. These points are known and noted, though an update to the system is not currently planned. Although there are theoretically technical solutions for everything, they involve a massive amount of work, and even if the system were to be updated, an external solution will always be superior to whatever would be implemented in Cogmind (due to limitations). Even the experimental solution we have now took like two full weeks to implement within the constraints of what I'm using, and it barely scratches the surface of what is needed and/or should exist in an ideal world xD

(More specifically to one of your points, the mouse commands don't always match up one-for-one in Cogmind, so exposing them in the configuration would not work.)

36
Ideas / Re: Highlight Cogmind amongst a sea of items?
« on: April 04, 2024, 02:01:51 AM »
Well once you start doing more combat-oriented runs you'll see it a lot more often, though yeah you're generally always at the very center (or as of Beta 13 the same position in the map view that you assign) so I never felt that was something that really needed to be emphasized.

It would be possible to add some sort of optional advanced cfg option to blink or glow Cogmind if there are a lot of items nearby or something like that. It wouldn't be a default feature since that's yet another thing that would need to be taught and otherwise confusing before then (and doesn't seem to be an issue for most people).

I wonder if anyone else is interested in this?

37
Ideas / Re: Highlight Cogmind amongst a sea of items?
« on: April 03, 2024, 05:42:50 PM »
Interesting request, almost surprised I haven't heard this before and I thought this might be in the context of the new option to dynamically set an alternate centerpoint, because otherwise Cogmind is always going to be right at the center of the map view unless you shift away to look at other areas, but there's always the Enter key to recenter on your position. Were you familiar with that one and would it help?

38
No problem! Makes sense, wouldn't necessarily assume that examining and targeting are basically the same command set :)

39
It's not hard-coded, they're all in there. You can find the examine mode cursor-moving keys in the targeting domain (since it's used for both targeting and examination), thus CMD_BS_TARGETING_SHIFT_N and so on. You can see there are already vi-keys assigned there, but you're switching to a different layout so yeah you can adjust those.

Note: CMD_BS_DEFAULT_MAPJUMP_N is actually for shifting the map view (like recentering it to see a different area), not movement. Movement is CMD_BS_DEFAULT_MOVE_N etc.

40
Stories / Re: My First Win
« on: March 31, 2024, 09:26:11 PM »
Yep, all about the items, so more items means more possibilities... for a time until you maybe lose them, but then you get... more items! :P

41
Announcements / *** Cogmind Vision 2025 ***
« on: March 31, 2024, 06:47:19 PM »
Not long after the release (and seventh and final patch) of our latest major new version, Beta 13 "Zoom All The Things", I'd like to do something I've never done here before: talk more about the future. This is only something I tend to do with frequent players on Discord, or patrons, and even then only in the broadest strokes or occasional disjointed details since anything is subject to change and I don't want to accidentally mislead anyone or create too much unnecessary hype for things that have no specific timeline. But in my own notes I do always have a fairly clear plan for the future, if one that sometimes still shifts around according to near-term priorities (for example our latest adventures in map zooming and upscaled UI layouts).

Preferring to write and share information about features that are already completed, for many years now I've subscribed more to a "deliver, then describe" methodology rather than "promise, then deliver." That said, over the years I have indeed made a handful of rather big long-term promises, promises that will come to fruition, and we're coming closer to those points in development, so I figure now is an opportune moment to remind folks what these things entail, fill in some of the blanks, and also bring plenty of newer folks up to speed, those who are not steeped in the decade-plus history of Cogmind development and community interaction :P

Let's go.


(animation by Maiker, depicting a particular special type of bot you may know about)

I started giving a general outline back during my typical annual review, the last one in December (our 10th!), but let me use this opportunity to provide a little more color on that. Of course Beta 13 already took care of the zooming and upscaling that was planned, even extending so far as to take us all the way through the final "Phase 4" stretch, but now that that's out of the way, it's time to get back to serious CONTENT. That means bigger expansions...

Expansion 1: Scraptown

This expansion I technically started working on all the way back in 2022 with the extensive Scrap Engine feature which, surprise, is actually not a major part of "Scraptown" after all xD

It was developed as an experiment in semi-controlled randomization of parts to create an assortment of unique and evolving technology, first of all because it could be a fun mechanic (yep, it's neat!), but more pertinently as a potential central theme for Scraptown. It turned out to not be fully suitable, or at least doesn't meet my requirements, so it will live on in its own way as its namesake town features other new things.

As for Scraptown itself, its scope has ballooned significantly (I have a tendency to do that :P), but is now more or less set and is even more than half realized, it's just a case of going through the motions to finish the whole thing.

But I call it an "expansion" because this goes far beyond the original plan years ago of it being just one extra map you might visit to gain some benefits, and is now a whole new story arc for the world of Cogmind spanning three new maps. These maps technically including the recently-released Subcaves which tie into it in several ways, Scraptown itself, and a new late-game Research branch: Protoforge.

While maps are a fundamental unit of expansion, they imply much more since you've gotta have a good reason for those maps to exist! This expansion includes:
  • a new major faction and optional alliance
  • a new major NPC
  • a number of brand new robot classes (new tiles!)
  • masses of new lore and dialogue
  • many dozens of new items, some with wild game-changing mechanics
  • multiple new large-scale events in which to test your skills
  • a new ending, our 10th
This is spread over two remaining versions:
  • Beta 14 "United Federation of Derelicts"
  • Beta 15 "0bPrime"
The biggest chunk is actually coming in that next Beta 14 release, in the coming months, I'd like to say June-ish? The latter version shouldn't take too long either, and while timelines tend to depend on how much other than the primary content I try to pack in along the way, at this point I'm trying to put an extra focus on pure content, especially after our significant UI detour with Beta 13. If not for months spent on zooming and upscaling we'd already have Scraptown out by now, but that was a pretty desirable, timely, and successful detour :)

Anyway, you'll also be seeing Beta 15 this year as well.



I promised this expansion would be added to the development queue once we reached 800 Steam reviews, based on the same premise as the Merchants Guild, which I write about below and actually came in an earlier announcement, but in terms of long-term development organization it's better to build this particular expansion first.

Expansion 2: Unchained

I promised the Unchained as a result of Patreon support. One could say that some funds saved from Patreon have been earmarked as what is primarily powering this particular expansion, which over time has now grown to be even more formidable than initially planned (are you sensing a trend here? :P). I continue to work on its design in the meantime, so when the time comes it will be fairly mature and I can hit the ground running with it.

Who, or what, are the Unchained...

Well, the lore-filled 2020 ARG, which touched upon many of the expansion concepts for the first time (and suggests others not mentioned in this post), had this to say about the Unchained, which is still accurate:



They will become a significant overarching mechanic, albeit mainly a potential threat to players who challenge the status quo in Complex 0b10. If you prove you're not some regular Derelict by repeatedly causing more trouble across multiple maps, or even just being more problematic for the Complex in other ways, you may end up with one of these guys hunting you, and they are not your normal enemy. Almost all of them will have special abilities beyond anything possessed by current robots, including new unique AI and behaviors that will add new dimensions of challenge.

And in some cases you won't be able to simply leave a map to escape their pursuit. They don't care about "alert level," they care about finishing the job, and will eventually track you down.

But don't make too many assumptions based on the above description just yet--these encounters will be varied and challenging, but fair and balanced. Of course some players will never even see them at all. Hone your skills in the meantime to be capable of summoning the wrath of one of these ultimate crazies. Think of them as possible recurring mini-bosses of sorts.

This particular expansion is currently planned to span two versions:
  • Beta 16 "Unchained"
  • Beta 17 "Hexidium"
The first release will include a batch of these new friends to play with, and the second adds yet more unique members to their ranks while enabling you to visit their headquarters for bullets or tea. In the end there won't be just a handful of these guys--while they're powerful and you won't likely see many, or any, in a given run depending on your actions, there will be a wide variety to encounter across numerous runs, most of them adding brand new tech and mechanics.

The Unchained will definitely be worked on this year, and also hopefully completed or at least start to be released this year as well (at the very least on Patreon if they're not ready for prime time). You can already find small bits of lore about them in game--Beta 13 added more, including some that will closely tie into later Unchained-related content.

Patrons tend to be more avid players and many enjoy their punishment, or really the opportunity for extra challenges and therefore potentially even more interesting loot as well, so the Unchained seems a fitting "reward" for them ;) (and of course everyone else gets it as well, since this feature will be integral to the world and updated gameplay balance).

Expansion 3: Merchants Guild

The original promised expansion! This one was always going to be around 1.0, so has sat on the sidelines waiting for that part of the timeline. This promise stemmed from when I said it would be really helpful if we could eventually hit an Overwhelmingly Positive rating on Steam, which would require at least 500 reviews, and although it took us a while to reach that point, once there it has tended to hold for quite a while (maintaining that status does help sales, and therefore means more revenue to sustain development of free content since I always simply reinvest revenue into more development). While we've since occasionally lost that status, many thanks for the good periods where we've had it, and the Merchants will be at your service :D

As for what the Merchants bring to Cogmind, they are probably the most mysterious of the future factions, and for that reason likely the most misunderstood. Although you can already find a few vague references to them in the world, they will not quite be the sort of merchants you have come to expect from other roguelikes.

More specifically though, like the Unchained their addition will involve a new map, and aligning yourself with them for a different sort of run is also a distinct possibility (okay, yeah you'll be able to do that). Beyond a single primary map, their associated overarching mechanics will also likely involve other new sub-map areas, depending on the needs of their final implementation.

I still have to test out one of the potential important new gameplay mechanics I'd like them to take extensive advantage of, but there's still time to slip that in somewhere considering that I don't see development on Merchants beginning until next year (2025).



1.0

I'm not yet sure where 1.0 fits in between all these, but it's, uh... somewhere out there! It could come at any time, though seeing as each of these expansions will be integrated throughout the normal world and gameplay, and all of them have far-reaching impacts, maybe it doesn't come until after all of them are complete?

To reiterate, as is Cogmind is already a very complete experience and has been since it came to Steam in 2017,
with hundreds of hours of content for those who want to dive further and deeper. Despite the size of these future expansions, there will be no DLC or any extra charge--everything is included in the price at which you get it now, though additional support via Patreon is very much appreciated and helps continue to expand the world with yet more options and experiences.

There technically aren't any more significant requirements left before I'd be happy to officially call Cogmind "1.0."
One of my plans in that regard, from years ago, was to at least run new experiments with alternative UI layouts before that milestone, but not only are said experiments now done, we've already got them fully implemented in Beta 13.

So in terms of regular content and features we're definitely set, although one more thing we do need before that release can happen is at least one more major batch of achievements, there being hundreds of great new possibilities related to content added since the first 256 achievements in... 2018 (!). I've got a looooong list, so maybe slip it in after Beta 15? Maybe even make it its own release, since it'll be a lot (thereby pushing back subsequent version numbers, though not adding a significant delay--the new batch could probably be completed with 2-3 weeks of dedicated work). If I did slip that in we'd have to have another batch for 1.0, related to content added in subsequent versions.

Cogmind has been out so long that the percentages shown on Steam for such achievements will be even more deceiving (remaining incredibly low... forever, even if a larger portion of the current player base gets it), but that's not meaningful compared to individual players being able to collect them and reflect another aspect of official completion. (The current percentages are already significantly distorted from reality, but Steam's system isn't designed for games that add achievements long after the initial release of the game itself.)

More?

Those are the main expansions to bring us all the way through 2024 and a good part if not all or most of 2025.

I have several other factions and maps planned, but can't promise anything more at this point, since even what's above will take a while to complete, and I can't be sure Cogmind will be funded that far ahead, but promises are promises, so the these things will be delivered regardless!

In summary, my vision for Cogmind in 2025 is that we'll have at least three new factions and four or more new maps, all of which of course entail new mechanics and items, the core of what makes for unique new builds in Cogmind, so expect a yet greater variety of strategic possibilities.

Looking at the "little" picture instead of the big, as usual we'll also continue getting a number of isolated non-theme-specific features, many of which I know will be in high demand, including for example:
  • Improved large robot behavior. These guys can be really annoying in a number of situations, but the Polymind event made some technical advances in that area which may help in upcoming endeavors to improve that. This applies to both enemies and allies.
  • Now that we have map zooming and new UI layouts with reduced grid dimensions, there's a good chance that I'll complete and release the so-called "overmap" feature I experimented with back in 2020
  • A way to manually replace attached parts with parts from the ground when there's no objective improvement for the automated system to make
  • More visual indicators and/or a way to access ongoing RIF effects on individual bots
These are the sorts of things on my long list of possibilities which get moved around and picked out for development as time permits. The above are relatively important features I know I'll be working on eventually, but I have a virtually endless list of other interesting features, many of which have been inspired by conversations with or among the community on Discord, or just lower priority optional features that keep getting pushed back as more important features or necessary content are often added nearer to the beginning of The List...

The latest stats show that my current primary todo list is about 450 pages long at 150,000 words. Ha. That's just the primary one, but it is the bulk of where I organize things that could be added, except the latest big project, which is the Scraptown arc and has its own separate set of more specific design docs to explain all the finer details. (The main Scraptown design doc is nearing 20,000 words, and it's not quite finished :P)

DISCLAIMER: I can't predict that no bad unforeseen event will happen to me, as it's not like this is a big company and there are people to pick up the slack, so the general timelines given above are assuming I'm okay :P. That'd be another reason I don't like to talk too much about future timelines--life is fickle like that! Health issues have been a significant headwind for me in some previous years, but I'm very hopeful that this year will be better overall. Now off to continue kicking butt...

2024 7DRLs

One more thing: Also in the news, as usual I reviewed a bunch of good 7DRLs from this year's event in order to share them with followers and provide feedback to other devs, so if you'd like some cool games to play in the meantime, you can check out my review list including summaries, screenshots, and videos as well.



Dosh!

Wait a minute, yet one more thing to tack on here that happened after I drafted the above announcement: DoshDoshington has released a great video titled "Cogmind and the Future of Roguelikes." It's really nice to have someone who is more deeply familiar with Cogmind, and roguelikes in general, able to share it with a wider audience of folks that might very well include many who could also enjoy this sort of game.

While it's a good watch even for any of you already playing, I do recommend it as a faithful summary of the experience if you're looking to let others know about Cogmind and what they might like (or not like!) about it.

There are some big plot spoilers towards the end, but he'll warn you and you can stop if so inclined :P


42
It behaves that way because you have to hover the cursor over the same tick for at least half a second for them to pop up, meaning it's an intentional act on your part, otherwise as your cursor passes over them doing all the more frequent part interactions they'd be popping up uselessly and just annoying.

43
Stories / Re: My First Win
« on: March 31, 2024, 12:30:34 AM »
Oh nice! There you go, FarCom flight is generally the way to go for a simpler first win, once you get it up and running. +SR and jamming are pretty awesome on any build, and nice to hear you got some benefits out of decoder chips! Most people pass on those, but I've had some fun experiences with them, and one of Cogmind's historically best players likes them a lot.

Took advantage of W assault, too, I see :)

44
This is a feature, not a bug :P

It's described in the manual, but I also just yesterday added a new tutorial message about them for Beta 14. (The reason I did so is because I was expanding this feature with yet more QoL capabilities! :D)

Those are the autopairs, showing you the names of all the parts you swapped out, so that you know you can reswap them easily using '/'+letter+Y.

You can call them up by putting your cursor over any of the tick marks next to such a part (did you notice all those parts always have a '-' next to them?), or holding Ctrl-Shift-a (this command was originally in the command list, but I removed it from the in-game list recently since it's rarely needed and no longer fits, but you can still find this in the full command list in the manual, as well as again in the description of the Advanced UI features).

45
Confirmed Bugs / Re: [Beta 13] Outdated W-44 Eye analysis
« on: March 30, 2024, 04:27:05 AM »
Well it's good that someone checks those, because they're clearly not something that's easy to check for accuracy over a long period as the game has kept changing :P (mainly a few of those mechanics, and especially during the Beta 11 transition, since analyses are written separately and would have to read through them all in their entirety to confirm accuracy, so not going to happen, but at least it's not all that common...)

Thanks, will update. There are actually more examples of visual range than you mention as well--those were added a long time ago before most other bots.

46
Yeah this can happen in some Cogmind combat calculations. It is being applied correctly there, but because it involves decimal math and there is no attempt to ensure that the results of said math don't end up truncated due to, well, computer math, it's possible to lose a 1 in some instances. It is consistent though. The result of 50*1.400000000 is actually not quite 70, and the same formulas are used throughout, so what it shows is what you get (your actual damage range is as displayed).

Personally I would prefer to only use integer math for absolutely everything, and tend to in the vast majority of places, but combat in particular ended up using decimal math for some things early on, and continued that trend rather than try to rewrite it all.

47
Ah yeah, the initial offset for a left-oriented exit label was not being set correctly, but because it's capable of correcting itself, it would at most appear that way for a single frame and otherwise may not be noticeable except at lower frame rates. I've corrected it so it'll be correct to begin with in that particular situation so even for that frame it'll appear as expected.

48
Ah good catch, damn the "melee weapons" string is longer than the other Specialist achievements xD. Had added that clarification since there were often such questions, but didn't consider it might go beyond the limit. Anyway, will remove some words to get that one to fit!

49
Confirmed Bugs / Re: [Beta 13] Outdated Lightnting analysis
« on: March 29, 2024, 07:32:32 PM »
Oh my, quite interesting that no one noticed it after so many years! This is actually not a case of an incorrect analysis--they should indeed by undetectable, but what happened is that the original scan cloak value for Lightnings was set to 4, which used to be beyond any sensors, and not long after that I shifted the numbering system used by the Signal Interpreters and such, resulting in Lightnings being just within the max value possible. So... to fit that purpose will actually now be upping the Lightnings to level 5!

I'll have to log this as a mod for Beta 14, otherwise it will probably catch some folks off guard :P

50
Announcements / Re: Cogmind Beta 13 "Zoom All The Things"
« on: March 25, 2024, 07:37:58 AM »
Well whaddya know, 240318 wasn't the final patch after all :P

Here's another little save-compatible patch, mainly aiming to fix some new issues, but I also happened to have added some new features as well.

Cogmind Beta 13 patch 240325 changelog:

  • NEW: Additional environmental mechanic in Subcaves
  • NEW: 1 new font typeface, 18/VGA_Max, enabling classic IBM font and map ASCII in 1080p and 2160p Non-modal layouts (unlock manually in font config)
  • NEW: Message logs support duplication counter incrementing on multiline messages
  • NEW: Improved consistency of multiline on-map message display in Modal UI layout
  • NEW: Option to require confirmation before attaching propulsion aside from specified type, useful for some achievements (advanced.cfg: focusPropulsionType)
  • MOD: Neutron Missile Launcher range increased, falloff reduced, damage range tightened
  • FIX: Target Drones could still drop parts [Infomantis]
  • FIX: Gallery data exports did not match in-game repairability values for Subdweller parts [Infomantis]
  • FIX: Under certain conditions, possible to create a 0-core save state [Hermelin, Finestep, 3.14, CrossedViper]
  • FIX: Scoresheet cumulative run stat included current run's duration twice (long-term data integrity unaffected) [Darby, Sloweel]
  • FIX: Some numbers in 16/TerminusTall font needed improvement

If you happen to play in ASCII and are a fan of the classic IBM VGA font like I am (as well as the dude who requested this one :P), it's available specifically for the Non-modal layout on 1080p displays. Enable 18/VGA_Max manually in data/fonts/_config.xt for access if you are using this resolution and layout (most monospace fonts are fairly limited in what sizes they can support without looking really weird). It's also found at 2160p, since that's a multiple. Here's a couple screenshots, and it changes both the text and the map to that font, albeit the map portion is slightly stylized to help it stand out more given the extra space (open full size for 1080p):




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