Experience sci-fi tactical combat and exploration in a procedural world that combines traditional roguelikes with an immersive modern interface like no other. Build yourself from components found or salvaged from other robots. Attach power sources, propulsion units, utilities, and weapons to become a slow tank bristling with weapons, or a fast-moving flier zipping past enemies before they even have time to react, or a stealthy sword-wielding assassin/hacker, or whatever else you can come up with from the salvage you find. The situation can quickly change as you lose components and rebuild yourself from enemy remains. You are the Cogmind. Discover what that means as you explore a living, breathing world ruled by robots.
Our first post-Steam update! Below you'll find a fairly hefty changelog considering it's only a minor version increment, but there's no new content--instead I wanted to get a lot of little feature requests and tweaks out of the way as soon as possible before moving on to bigger things. Beta 3.1 brings us Steam Cloud support, ALERT messages you can't miss, and all maps accessible from any difficulty level...
Beta 3.1's main attraction is compatibility with Steam Cloud, allowing anyone playing through Steam to preserve their settings, save file, and metadata across multiple machines, automagically.
This required the somewhat altered config system I talked about a couple weeks ago. As such, there are two important steps to follow if you're going to take advantage of the cloud support:
Note that 3.0 saves are compatible with 3.1, so you can update immediately, even in the middle of an ongoing run, and just keep going.
Know that this won't always be the case in the future--major versions and any updates that add new content do break save compatibility. That said, beginning with this release Cogmind stores saves under a new filename that reflects its internal save version, and what I plan to do is leave prior versions of Cogmind available as separate branches on Steam, so even if you do update (perhaps by accident), you'll still be able to rollback your install and play an unfinished run on a previous version if you like.
Difficulty hasn't been significantly altered with this update, though do be careful with those explosives. They're lifesavers in a lot of situations, but now they also piss off the Complex more than they used to. Each wall and door destroyed by non-AOE weapons has always raised alert by a small amount, but explosives were exempt from that rule until now. Obviously collateral damage with AOE weapons is much more likely, so the consequences are now more in line with their power.
A few items were nerfed, the only really notable category being Coolant Injectors, which have always been pretty OP since they were introduced--now they might not last you forever :P
I buffed the secret hack that everyone loves to hate. Now you'll probably want to use it a lot more often if you're planning a specific route through the world.
The biggest change to difficulty comes outside the default Roguelike mode, since there are no longer any limits on where Easier and Easiest mode players can visit. This is the way it was early on when I first implemented these modes, but the active community was much smaller then and almost no one was really playing the easier modes anyway, so there was a stronger cry to gate the most secret lore behind the regular difficulty. Now it's all open again :)
Beware though, the other half of the reason I thought it was a good idea to close off some maps was that they are disproportionately challenging even on the easiest mode! Cogmind's world was balanced for the default difficulty, so on the easier modes it's possible to wander into what are still very deadly areas. But hey, at least it's definitely easier than what you'd face on the regular mode, and it gives you access to all the lore.
(Currently fewer than 10% of players are using either of the easier modes.)
As described last weekend, Cogmind now supports custom cursors. The manual shows how to do it--it's super easy. While I fixed most of the odd behaviors caused by enabling optional software-rendered cursors that Cogmind didn't originally account for in its architectural decisions accumulated over the past four years (:P), there could be some undiscovered issues if I missed any UI combinations during testing. Let me know if you end up using a custom cursor and find anything fishy.
3.1 also includes more keyboard layouts, which I tried to support to the best of the ability of the system. The thread for how to use those is here.
A collection of demos from this release...
Optional automated inventory sorting.
On-map popups for important ALERT log messages.
Numbered log lines.
Explosive machine details are now freely available (without Structural Scanner).
Ctrl-RMB on a wall or door to inspect it for armor and resistance info (or just RMB if window already open).
Coverage visualization includes precise numbers.
[Non-serious] custom cursor in action!
Further differentiated config files.
Ctrl-CMB also toggles volley range visualization.
An overview of the process behind preparing a game for release on Steam.
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