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.

Report RSS Cogmind Beta 2: "Legend has it..."

It's Beta++! The huge Beta 1 release already finished up the story and included some major content updates, while Beta 2 is all about QoL, gameplay tweaks, and making a bunch of (mostly tiny) fixes.

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What's this? Beta "2"? While an earlier progress update said to expect a 1.3, in the time since then the changelog has ended up rather... long xD. Altogether it's become more of major release of its own than a simple iteration on the huge Beta 1, so calling it 1.3 simply wouldn't do it justice! (Aside: Calling it Beta 2 also frees up the score sheet to get some new entries as well as pave the way for a leaderboard reset and stat summary, which has been posted here.)

Check out the visual summary below, or scroll to the bottom for the changelog.

Mouse users can fire guided weapons at empty spaces without the keyboard.

Placing the final/max waypoint for a guided weapon shows it in yellow.

An active Triangulator now also predicts AI paths.

Traps Cogmind installs can now trigger on non-0b10 hostile robots:


Thermal weapons also display precise heat transfer values.

Comparison between EM weapons show spectrum differences using numbers rather than cryptic abbreviations.

Transmission Jammer blocks the effect of all Alarm Traps within range (not just those you trigger).

Items with internal power sources now show remaining power next to their name.

Stasis Traps now have a finite amount of power, also shown in their info and next to their item name.

HUD resource displays also show total stored in inventory containers when applicable.

Warning before melee attacking an already disabled target.

Central database lockdown alert message displayed in log, along with its new response!.

Exposed keyboard rebinding functionality (preliminary experimental feature), with presets for QWERTY, Dvorak, and Colemak.

Exposed command rebinding functionality (preliminary experimental feature).

Lore export feature w/buttons for various formats.

TXT export sample.

HTML export sample (includes a table of contents w/links).

CSV export sample (for easy processing/converting into some other format).


See here for the full release notes with plenty more details!

The full Cogmind Beta 2 (0.10.170705) changelog:

* NEW: Export discovered lore collection to TXT, HTML, or CSV for external reading/processing
* NEW: "Lore Collection" and "Item Gallery" manual subsections under Advanced UI, explaining the seek feature and more
* NEW: Support for alternative keyboard layouts (foreign kb support incomplete, but includes presets for Dvorak and Colemak)
* NEW: Command rebinding (currently supported via cfg only, see forums)
* NEW: Battery-based non-part items display remaining power in both inventory list and in on-map name labels
* NEW: Active Stasis Trap fields absorbing damage also have their field strength reduced, and the value is carried across extractions and reinstallations
* NEW: Scan window, item info, inventory info, and on-map labels report field strength of Stasis Traps in item form
* NEW: Optional confirmation required for melee attacks against neutral or inactive targets (on by default, toggle via cfg: ignoreNeutralMeleeConfirmation)
* NEW: HUD energy and matter readouts show total resources stored in inventory containers (tactical HUD mode only)
* NEW: Mouse users can fire guided weapons at open spaces and non-FOV locations without using the keyboard by left-clicking on last waypoint
* NEW: Using up all guided weapon waypoints automatically fires on selecting the next target location, regardless of contents
* NEW: When a guided weapon's waypoint limit is reached, the last one placed appears yellow instead of green
* NEW: Hostile AI may sometimes partially spot targets off their own turn (details in manual)
* NEW: Cloaking Devices also reduce chance of being spotted by hostile AIs when not their turn
* NEW: Sentry AI investigates most recent target's last known position before returning to post (they used to cut out early)
* NEW: Additional Triangulator effect allowing prediction of hostile AI paths
* NEW: Added transmission jamming immunity to some prototype robots and NPCs
* NEW: Transmission Jammer capable of suppressing any visible alarm trap within range, regardless of how it was triggered
* NEW: Weapon stat comparisons show numerical difference between EM spectrums, rather than abbreviations (still colored white because subjective)
* NEW: Thermal weapon info displays precise amount of heat transfer
* NEW: Several more score sheet entries
* NEW: Optionally have program store /user/ data in your OS user directory ("-nonportable" command line option)
* NEW: 1 more Trojan() hack (secret)
* NEW: All winning challenge mode runs get additional 7000 bonus points
* NEW: Successfully rewiring a robot/trap blocks further input for 1s (i.e. safely hold a move key) (deactivate via cogmind.cfg: noRewireRepeatProtection)
* NEW: Attempting a bump melee attack in view of a Researcher temporarily blocks the attack with a warning message, highlighting all Researchers in view
* NEW: Negative score adjustments for friendly fire
* NEW: A few straggler Alpha supporter names registered since Beta 1 added to in-game list (see Credits menu)
* MOD: All grenades' accuracy increased, range decreased
* MOD: Triangulator and Structural Scanner energy cost lowered to 1
* MOD: Plasma Cutter delay increased from 20 to 100
* MOD: Weight Redist. System (both variants) mass support increased by 1
* MOD: worldSeed value in cogmind.cfg ignores ` character in case entered manually
* MOD: Added explicit info to manual notes section about incompatibility with foreign language characters
* MOD: Potential Cannons' info displays both projectile and explosion stats
* MOD: Adjusted 0b10 responses to jamming or attacking a Garrison Access point
* MOD: Score sheet "Fabricated" list no longer includes parts built automatically
* MOD: Index(Machines) difficulty slightly increased
* MOD: Enumerate(Maintenance) hack always excludes Operators
* MOD: Tweaked robot demographics in Materials
* MOD: Reclamation Units now provide a static amount of matter rather than at a rate based on integrity
* MOD: "Central database compromised" effect reflected by a new global ALERT, and investigation
* MOD: Updated some A7 dialogue to better reflect newer lore
* MOD: Severing-type attacks now work on Backup parts
* MOD: Drones and fabricated robots no longer cleanly drop severed parts
* MOD: Player-reprogrammed and -installed traps will also target hostile derelicts and other non-0b10 enemies
* MOD: Reduced effectiveness of some "integrated consumables" (vague because spoilers)
* MOD: Win speed bonus not applicable if any challenge modes active
* MOD: Major NPCs immune to part stripping and Blade Traps also now immune to Segregators
* MOD: Increased "High Alert Combat Kills" bonus score rates, and lowered threshold to alert level 2
* MOD: Increased "Follower Combat Kills" bonus score rate
* MOD: Critical hits on props no longer automatically destroy them (no special effect)
* MOD: Ramming and melee attacks against adjacent targets from a stationary (momentum-free) situation made at 0 momentum rather than 1
* MOD: Moving diagonally to the direction of current cumulative momentum reduces it by 1 rather than resetting it
* MOD: Kill streak counter now only counts enemies towards tally
* FIX: A certain random dialogue referenced a pre-change version of an NPC name [MTF]
* FIX: Score sheet "Damage Taken" was including damage sustained by all robots, not just Cogmind [zxc]
* FIX: A certain major NPC's terminal records appeared out of order in lore collection UI [zxc]
* FIX: Was no additional extermination dispatch delay benefit from disabling more than one garrison [zxc]
* FIX: If devolution challenge mode removes storage unit, inventory contents could temporarily exceed capacity on entering a new area [zxc]
* FIX: Despite Beta 1 fix, was still one condition under which a dropped Storage Unit causing inventory overflow would be dropped on another item [zxc]
* FIX: Typo in Log L.VFLK3RLK entry [zxc]
* FIX: Exp. Field Recycling Units in inventory would show a value in parenthesis, suggesting what it is [zxc]
* FIX: Zhirov encounter score sheet entry stopped working in Archives [zxc, GJ]
* FIX: Infinite intercept squad dispatches possible if waiting during the turn they are dispatched [zxc, GJ]
* FIX: Stasis Generator glow effect for affected robots would draw to other sections of map if panned robots out of view [GJ]
* FIX: Stasis Generator may still affect target around a corner given certain layouts [GJ]
* FIX: Message log crash if final shot of an entropic weapon consumed by a misfire [GJ]
* FIX: Toggling between two guided weapons in targeting mode after setting waypoints would enable more waypoints beyond weapon limit [GJ]
* FIX: Targeting a non-FOV space with guided weapons in mouse mode revealed whether it contains a blocking object, e.g. robot or closed door [GJ]
* FIX: Killing two special NPCs via a unique method allowed them to reappear at a later plot point [GJ]
* FIX: Activating even non-weapon items automatically deactivated an active guided launcher [GJ]
* FIX: Disruption-capable weapons could "deactivate" non-togglable parts [GJ]
* FIX: Last line of Imprinter Dialogue 1 cut off in lore collection record [Gexgekko]
* FIX: Hacking UI crash if defensive hackware protects against an effect, but is then itself destroyed by a secondary feedback effect [Sherlockkat]
* FIX: Item schematic list was no longer dimming name prefixes [Sherlockkat]
* FIX: Manual crashes in game if foreign language/non-ASCII characters added to file manually (now ignored) [Gobbopathe]
* FIX: Attempting to trigger already active stasis trap at current position would show warning message, even though impossible [DDarkRay]
* FIX: Three typos in manual [DDarkRay]
* FIX: Trojan to reduce fabrication matter drain was not fully effective [Rylan]
* FIX: Spellchecked complete lore export and fixed a number of typos
* FIX: Entering targeting mode with autoloaded waypoints for a different guided weapon retained them even if count exceeded new weapon's limit

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