Beta 9.3 "RPGLIKE"Mon, 16 December 2019
Introducing "RPGLIKE", this year's Winter special event and all-new optional way to play Cogmind, with a completely different progression system and other significantly game-altering mechanics!
With RPGLIKE mode you'll be able to
• raise levels!
• select from a range of permanent upgrades!
• repair your core with protomatter!
• and keep your parts intact indefinitely!
This mode plays with the concept of making Cogmind a little bit more like other traditional roguelikes, though combined with Cogmind's unique content opens up quite a few new strategic horizons.
Lots more info and demos below, but first, the changelog--with all the work put into 9.3 and the resulting decent-sized changelog, you'll see that "RPGLIKE" is essentially a semi-major release masquerading as a minor version update
Cogmind Beta 9.3 "RPGLIKE" (191217) changelog:• NEW: Special event for Winter 2019, automatically activates between 12/17 and 1/1 (inclusive) for anyone who has played at least 10 runs
• NEW: Command line argument "-forceMode:Winter2019" (or "-forceMode:RPGLIKE") to enable the Winter mode from 2019, regardless of system date
• NEW: [RPGLIKE mode] Cogmind does not evolve, instead uses leveling mechanics with an XP system enabling free-form assignment of permanent upgrades
• NEW: [RPGLIKE mode] Gain XP by exploring and/or raising the alert level
• NEW: [RPGLIKE mode] Start with much higher core integrity, but only one of each slot type (can upgrade immediately in Scrapyard)
• NEW: [RPGLIKE mode] 90% of incoming damage to parts instead transferred to core, thus losing parts is relatively rare
• NEW: [RPGLIKE mode] Use Protomatter to restore integrity of core and parts
• NEW: [RPGLIKE mode] Storage units do not exist and Cogmind starts with no base inventory, optionally expand capacity with level upgrades
• NEW: [RPGLIKE mode] Dynamic build type analysis always shown above parts list, even before activating showBuildType advanced.cfg option
• NEW: [RPGLIKE mode] Fewer Relay Couplers spawn, but all that do have double their normal value
• NEW: [RPGLIKE mode] Extra "RPGLIKE" section in scoresheet containing mode-specific stats
• NEW: "Alternative Rules" section of manual describes all previous special modes/events and how to access them
• NEW: Mouse movement pathfinding and running via keyboard both stop on spotting a hidden door or phase wall
• NEW: Keyboard mode pathfind to cursor (Shift-Alt-g in examine mode to set, same key outside examine mode to continue approaching if stopped)
• NEW: Ctrl-Alt in keyboard mode also highlights path to most recent keyboard pathfinding target, if still valid
• NEW: Pathfinding directly to an interactive machine automatically initiates hacking on arrival
• NEW: Scan window shows faint map label buttons while no object info loaded
• NEW: Item labels outside FOV remember which are Faulty or Rigged, include this status in label name
• NEW: Item labels both within and outside FOV also reflect the "Non-functional" status (marked as "Broken")
• NEW: Option to always close robot/item info windows instantly rather than animating the close (advanced.cfg: disableInfoWindowCloseAnimation)
• NEW: Option to adjust movement interval for running and pathfinding (advanced.cfg: movementDelayInterval)
• NEW: Option to have parts list always sort destroy-on-removal parts like Processors to the top (advanced.cfg: partSortSeparatesDestroyOnRemoval)
• MOD: Running via keyboard stops before reaching corners and doors rather than continuing one space past them
• MOD: Running via keyboard now supports layout-based autostopping on diagonal movement as well
• MOD: Removed disablePersistentScanInfo/disablePersistentAccuracyInfo advanced.cfg options, both now default behavior by necessity
• MOD: Keyboard running behavior matches mouse pathfinding when approaching stairs, allowing a run to exit a map if recently confirmed the exit action
• MOD: All Gyrokinetic Inverter overweight penalties increased from 30 to 40
• MOD: "Perfect Aim" achievement description specifies accuracy bonus from utilities only
• MOD: Class name modifier "Mechanic" renamed to "Machinist"
• MOD: Unidentified parts no longer display their integrity in Scanalyzer lists
• MOD: Sorting inventory by type or integrity groups all unidentified parts together
• MOD: Allies reactivated via Datajack no longer recalled automatically for subsequent "attacks"
• MOD: Updated some major NPC parse text
• MOD: Temporary allies gained via streamctrl_ hacks no longer follow to other maps
• MOD: Dormant bot systems no longer accessible for RIF hacking purposes
• MOD: High Security dispatch composition expanded to deal with a wider range of threats
• MOD: More time to explore W base, tweaked composition of later attacking squads
• MOD: [Pay2Buy mode] Hotkey for opening Cogshop change from '0' to '9'
• MOD: [Pay2Buy mode] Cogshop windows displaced from bottom/left edges of map view to avoid covering intel markers and exit labels
• MOD: Special game modes now override challenge modes, rather than the other way around
• MOD: Toggling special modes or challenge modes via command line or advanced.cfg will not apply the effect unless game started for a fresh run (no saves)
• MOD: "-forceMode:" command line argument's mode name no longer case-sensitive
• MOD: "Challenge Modes" list in manual moved under new section "Alternative Rules"
• MOD: Simplified Hacking immunity context help accessed via robot info page
• MOD: All achievements are allowed to be earned regardless of active challenge modes or special modes
• FIX: Holding cursor stationary while using 'f' to retarget a previously targeted robot that moved displayed incorrect base hit chance [Valguris]
• FIX: Ejecting Relay Couplers from a just-opened Garrison Access might not be able to create the Couplers in some layouts [Valguris]
• FIX: Any type of damage that didn't destroy a door could cause a malfunction, instead of just EM [Valguris]
• FIX: Unpowered/Broken bots could still have active parts which might cause side effects [Valguris]
• FIX: Controllable ally names might be the same if allies of same class acquired on different maps at the same depth [Valguris]
• FIX: 0b10 Decoders attached to a hostile could give Cogmind info [Valguris]
• FIX: Crash while pathfinding to a distant location and using keyboard to order nearby drones to RETURN and have a Drone Bay with free space [Valguris]
• FIX: Hostile Programmers assimilating Protectors converted them to non-threat faction, causing Cogmind allies to stop targeting them [Valguris]
• FIX: Warlord outpost in caves might have two Commanders, both of which could offer an escort in rare cases [CaptainWinky]
• FIX: Crash in rare layouts while closing hacking window when that target machine is indirectly destroyed by the hack itself [CaptainWinky]
• FIX: Abominations update began allowing Cogmind to use autoswapping to swap in unidentified parts [core_nxt]
• FIX: Crash during a certain special event if player had specifically muted Prop audio levels, or had system audio off at the time [MitchellFJN]
• FIX: Terminal dynamic key increased difficulty of hacks with negative chances of success, sometimes noticeable with hackware or Operator allies [Joshua]
• FIX: Part autopair validity may not always be checked correctly, potentially even crashing on attempting to leave the map [Driana]
• FIX: Becoming enemies with Zion after imprinting could still allow for terminal network hard line cut in 0b10 [Finestep]
• FIX: Post-streamctrl_high behavior of Operators unusual [Benjamin]
• FIX: "Winner's Signature" achievement was still possible if scanned by any Researcher, rather than only in a certain map [sideriver81]
• FIX: Comparing different Datajacks showed a numeric difference next to their effect even though irrelevant to player [aperiodic]
• FIX: Any potential [C]-type Relay Couplers unattached but in inventory on acquiring Crosswire RIF ability became usable from inventory [Pimski]
• FIX: Crash on a Worker following deconstruct_machine orders on a Network Hub [Xii]
• FIX: Beta 9.3 prerelease bugs hunted down by: [Terminus, Zyalin, NikolayAg, Tone, Xii]
• FIX: Stopping a running/pathfinding movement in progress was not completely reliable
• FIX: Potential crash if a Core Expander used while any info window open
• FIX: Temporary allies gained via overwrite_iff hack or Autooverride RIF ability would follow to a new map if exited quickly enough after hacking
"RPGLIKE"This event/mode is focused around an "RPG-ish" progression model, envisioning Cogmind as if it were more like a lot of other traditional roguelikes featuring a leveling system but without rampant item destruction
. While it's still possible to lose parts, it's not very likely, and many of your abilities can also be gained from the upgrade mechanics, altogether allowing you to create sturdier builds with more permanence.
At its core Cogmind is about mitigating loss and adapting to changing situations (including losing your own capabilities!), so naturally this mode is seemingly the "anti-Cogmind," turning the game on its head. As one of testers put it "this mode definitely feels like other games," so for those out there who are looking for a new/different traditional roguelike maybe not quite so radical in terms of strategy and tactics as regular Cogmind, this mode might be for them/you. You can possibly play it as a break from the sometimes stressful regular mode, or even switch to RPGLIKE altogether, as it's meant to be a permanent gameplay option from now on, and will continue to get more updates as necessary if people are into it.
Progression aside, one of the key features of this mode that allows you to retain your build is the automatic damage transfer: 90% of incoming damage to your attached parts is instead transferred to your core. This does mean your core takes a lot more damage than usual, but in RPGLIKE mode you'll have more core integrity and you can also restore the integrity of both your core and parts using the new Protomatter item that you'll sometimes find among the salvage of newly fallen bots.
Again, overall this is going to be quite a different Cogmind experience, but one that might be more enjoyable for those who prefer to have more attachment to their build, or rely on certain rare parts for much of their run without having to worry about protecting or replacing them, among other benefits.
RPGLIKE: UpgradingIn this mode you start with 600 core integrity instead of the usual 250, and also only one of each slot type for a total of 4 instead of the usual 7. But right away in the Scrapyard you can allocate an initial amount of XP to upgrade your build, which you could liken to "character creation" at the beginning of a run in many other roguelikes. You can add more slots right away, but it's not required since there's no limit to what you can upgrade when--all types of upgrade are available immediately!
You won't encounter the usual evolution interface as you play, because you can gain levels and apply upgrades at any time, or even save your XP to upgrade later if you want (for example to save up for something more expensive, since individual upgrades become increasingly expensive as you specialize in them).
Here's what it looks like to raise a level and choose some upgrades:
Rean on